24.08.2013 Views

ETC Ion - Theatre Uwinnipeg

ETC Ion - Theatre Uwinnipeg

ETC Ion - Theatre Uwinnipeg

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Lighting Control Console<br />

Operations Manual<br />

Version 1.7<br />

Copyright © 2009 Electronic <strong>Theatre</strong> Controls, Inc.<br />

All Rights reserved.<br />

Product information and specifications subject to change.<br />

Part Number:4310M1210-1.7.0 Rev A<br />

Released: 2009-07


<strong>ETC</strong>, Eos, I on, Emphasis, Expression, I nsight, Imagine, Focus, Express, Unison, Obses s ion II,<br />

<strong>ETC</strong>Net 2, EDMX, Revolut i on, and Sensor+, are either registered trade marks or trademarks of<br />

Electronic <strong>Theatre</strong> Cont rols, I nc. in the Unit ed Stat es and other countries.<br />

<strong>ETC</strong> permit s the reproduc t i on of m ateri a ls i n this m anual only for non-c o m m ercia l purpos e s .<br />

All other righ ts are reserved by <strong>ETC</strong>.<br />

<strong>ETC</strong> i n t e n d s t h is d o cume n t , w het h e r p r i n t e d o r e l ectr oni c, t o b e p r o v i d e d i n i t s e n t i r e ty.


Table of Contents<br />

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . .1<br />

Using this Manual. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2<br />

Register Your <strong>Ion</strong> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3<br />

Help from <strong>ETC</strong> Technical Services . . . . . . . . . . . . . . . . . . . . . . . . . .3<br />

Important Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4<br />

Channel = Fixture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4<br />

Output . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4<br />

Record Target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4<br />

Move Instruction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4<br />

Syntax Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4<br />

Parameters and Parameter Categories . . . . . . . . . . . . . . . . . . . .5<br />

Tracking vs. Cue Only . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5<br />

Move Fade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6<br />

Block vs. Assert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6<br />

Live and Blind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7<br />

HTP vs. LTP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7<br />

Other Reference Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8<br />

Help System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8<br />

Online Eos/<strong>Ion</strong> User Forums . . . . . . . . . . . . . . . . . . . . . . . . . . . .8<br />

Chapter 1 System Overview . . . . . . . . . . . . . . . . . . . . .9<br />

System Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10<br />

Console . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10<br />

Remote Processor Unit (RPU). . . . . . . . . . . . . . . . . . . . . . . . . .10<br />

Remote Video Interface (RVI) . . . . . . . . . . . . . . . . . . . . . . . . . .10<br />

Radio Focus Remote (RFR) . . . . . . . . . . . . . . . . . . . . . . . . . . .10<br />

Gateways. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11<br />

Console Geography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12<br />

Terminology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12<br />

® . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13<br />

Littlites<br />

Cleaning <strong>Ion</strong>. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13<br />

Console Capacities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14<br />

Output Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14<br />

Channel Counts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14<br />

Cues and Cue Lists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14<br />

Record Targets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14<br />

Faders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14<br />

Outputting DMX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15<br />

Chapter 2 System Installation . . . . . . . . . . . . . . . . . . .17<br />

Basic System Risers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18<br />

Large System Riser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19<br />

i


Chapter 3 System Basics . . . . . . . . . . . . . . . . . . . . . .21<br />

Setting Up the Hardware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22<br />

Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23<br />

Power Up the Console. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23<br />

Power Down the Console . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23<br />

Your First Interaction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24<br />

Single Monitor Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . .24<br />

Dual Monitor Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . .26<br />

The Central Information Area (CIA) . . . . . . . . . . . . . . . . . . . . . . . . .27<br />

Parameter Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27<br />

Browser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27<br />

Collapse/Expand the CIA. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27<br />

Lock the CIA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28<br />

Locking the Facepanel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28<br />

Using the Browser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29<br />

Virtual Keyboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29<br />

Organizing the Direct Selects . . . . . . . . . . . . . . . . . . . . . . . . . .30<br />

Using Direct Selects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31<br />

Clear Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32<br />

Display Control and Navigation . . . . . . . . . . . . . . . . . . . . . . . . . . . .33<br />

Opening and Closing Displays. . . . . . . . . . . . . . . . . . . . . . . . . .33<br />

Swap Displays . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34<br />

Scrolling within a Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34<br />

Zooming Displays . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34<br />

Graphical User Interface (GUI) Display Conventions. . . . . . . . . . . .35<br />

Indicators in the Live/Blind Display . . . . . . . . . . . . . . . . . . . . . .35<br />

[Data] Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39<br />

[Time] Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39<br />

[Label] Key. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39<br />

Using Flexichannel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40<br />

Indicators in the Playback Status Display . . . . . . . . . . . . . . . . .41<br />

Using [Format] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43<br />

Encoders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46<br />

Encoder Navigation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46<br />

Locking the Encoders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46<br />

Using Softkeys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46<br />

Context Sensitive Softkeys . . . . . . . . . . . . . . . . . . . . . . . . . . . .46<br />

Changing Softkey Pages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46<br />

Chapter 4 Managing Show Files . . . . . . . . . . . . . . . . .47<br />

Create a New Show File. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48<br />

Open an Existing Show File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48<br />

ii <strong>Ion</strong> Operations Manual


Selective Partial Show Opening . . . . . . . . . . . . . . . . . . . . . . . .50<br />

Merging Show Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52<br />

Printing a Show File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53<br />

Saving the Current Show File. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55<br />

Using Quick Save. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55<br />

Using Save As . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55<br />

Importing Show Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56<br />

Exporting a Show File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56<br />

Deleting a File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57<br />

File Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57<br />

Chapter 5 Patch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59<br />

About Patch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60<br />

Clearing the Patch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60<br />

Displays . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61<br />

Changing the Patch View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61<br />

Channel View. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61<br />

Address View. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62<br />

Create and Edit Patch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63<br />

Select Channel, Set Device Type, and Output Address . . . . . .63<br />

Patching a Dimmer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64<br />

Tutorial. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64<br />

Dimmer Doubling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65<br />

Moving and Copying Channels . . . . . . . . . . . . . . . . . . . . . . . . .65<br />

Unpatch a Channel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65<br />

Replace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65<br />

Patching Moving Lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66<br />

Tutorial. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66<br />

Patching a Compound Channel. . . . . . . . . . . . . . . . . . . . . . . . .67<br />

Display Pages in Patch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68<br />

{Patch} Display and Settings . . . . . . . . . . . . . . . . . . . . . . . . . . .68<br />

{Attribute} Display and Settings . . . . . . . . . . . . . . . . . . . . . . . . .70<br />

{Database} Display and Settings . . . . . . . . . . . . . . . . . . . . . . . .72<br />

Using {Offset} in Patch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72<br />

Patch Channels from the Encoder LCD . . . . . . . . . . . . . . . . . . . . . .73<br />

Using the Scroller/Wheel Picker and Editor . . . . . . . . . . . . . . . . . . .74<br />

Using the Picker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74<br />

Using the Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75<br />

Calibrating a Scroller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78<br />

Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80<br />

Deleting Channels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80<br />

Fixture Creator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81<br />

Creating a New Fixture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82<br />

iii


Copying a Fixture. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85<br />

Importing a Custom Fixture . . . . . . . . . . . . . . . . . . . . . . . . . . . .85<br />

Update Library . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85<br />

Chapter 6 Using Groups . . . . . . . . . . . . . . . . . . . . . . .87<br />

Recording Groups Live. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88<br />

Ordered Channels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88<br />

Offset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89<br />

Editing and Updating Groups in Live . . . . . . . . . . . . . . . . . . . . .89<br />

Selecting and Recalling Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . .89<br />

Deleting Groups. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89<br />

Group List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90<br />

Open the Group List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90<br />

Ordered View and Numeric View. . . . . . . . . . . . . . . . . . . . . . . .90<br />

Editing Groups from the Group List . . . . . . . . . . . . . . . . . . . . . .90<br />

Using Groups as a Channel Collector . . . . . . . . . . . . . . . . . . . .91<br />

Chapter 7 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93<br />

Opening Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94<br />

Show . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94<br />

Desk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100<br />

Security . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105<br />

Chapter 8 Basic Manual Control . . . . . . . . . . . . . . . .107<br />

Selecting Channels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108<br />

Select Channels From the Keypad . . . . . . . . . . . . . . . . . . . . .108<br />

Offset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109<br />

Setting Intensity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110<br />

Level Wheel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110<br />

Manual Control of Non-intensity Parameters (NPs) . . . . . . . . . . . .111<br />

Parameter Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111<br />

Setting Parameters with the Keypad . . . . . . . . . . . . . . . . . . . .112<br />

Setting Non-intensity Parameters with the Encoders . . . . . . .112<br />

Using the Color Picker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118<br />

Home . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119<br />

Select Last . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119<br />

Multiple Intensity Channels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120<br />

Lamp Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121<br />

Using +% and -% . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122<br />

Channel Intensity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122<br />

Non-intensity Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . .122<br />

Remainder Dim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123<br />

Highlight and Lowlight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125<br />

iv <strong>Ion</strong> Operations Manual


Highlight/Lowlight Rem Dim. . . . . . . . . . . . . . . . . . . . . . . . . . .125<br />

Sneak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126<br />

Flip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126<br />

Channel Check. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127<br />

Address at Level. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127<br />

Address Check . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127<br />

Flash. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128<br />

Using {Move To}. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128<br />

Chapter 9 Storing and Using Presets . . . . . . . . . . . . 129<br />

Storing Presets Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130<br />

Storing Presets Using [Record] . . . . . . . . . . . . . . . . . . . . . . . .130<br />

Storing Presets using [Record Only] . . . . . . . . . . . . . . . . . . . .131<br />

Recalling Presets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132<br />

Editing Presets Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133<br />

Rerecord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133<br />

Update . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133<br />

Using the Preset List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134<br />

Opening the Preset List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134<br />

Editing Presets in Blind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135<br />

Editing in Table View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135<br />

Editing in Spreadsheet View . . . . . . . . . . . . . . . . . . . . . . . . . .136<br />

Deleting Presets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136<br />

Removing Channels from a Preset . . . . . . . . . . . . . . . . . . . . .136<br />

Chapter 10 Storing and Using Palettes . . . . . . . . . . . . 137<br />

About Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138<br />

Palette Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138<br />

Intensity Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138<br />

Focus Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138<br />

Color Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138<br />

Beam Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138<br />

Storing Palettes Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139<br />

Storing Palettes with [Record] . . . . . . . . . . . . . . . . . . . . . . . . .139<br />

Storing Palettes with [Record Only] . . . . . . . . . . . . . . . . . . . . .140<br />

Using Filters with Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . .141<br />

Recalling Palettes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142<br />

Editing Palettes Live. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143<br />

Rerecord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143<br />

Update . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143<br />

Editing Palettes in Blind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .144<br />

Entering Blind Palette from Live . . . . . . . . . . . . . . . . . . . . . . .144<br />

Editing in Blind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .144<br />

v


Editing Palettes in Spreadsheet View . . . . . . . . . . . . . . . . . . .145<br />

Editing Palettes in List View. . . . . . . . . . . . . . . . . . . . . . . . . . .146<br />

Deleting Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147<br />

Removing Channels from a Palette . . . . . . . . . . . . . . . . . . . . .147<br />

Chapter 11 Working with a Single Cue List . . . . . . . . . 149<br />

Basic Cueing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150<br />

Cue Numbering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150<br />

Recording Cues in Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .151<br />

Using Record . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .151<br />

Using Record Only. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .152<br />

Using Selective Store . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .153<br />

Using [Cue Only / Track] . . . . . . . . . . . . . . . . . . . . . . . . . . . . .154<br />

Timing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155<br />

Setting Cue Level Timing. . . . . . . . . . . . . . . . . . . . . . . . . . . . .155<br />

Non-intensity Parameter Category Timing. . . . . . . . . . . . . . . .156<br />

Delay Time. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .157<br />

Discrete Channel or Parameter Timing . . . . . . . . . . . . . . . . . .158<br />

Assigning Cue Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .159<br />

Clearing Cue Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .161<br />

Flags. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .162<br />

Block . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .162<br />

Assert. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .163<br />

AllFade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .163<br />

Mark. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .163<br />

Preheat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .163<br />

Using the Execute List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .164<br />

Modifying Cues Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165<br />

Using [At] [Enter] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165<br />

Using Record . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165<br />

Using Record Only. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166<br />

Move To. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166<br />

[Update] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .167<br />

Recording and Editing Cues from Blind . . . . . . . . . . . . . . . . . . . . .171<br />

From Summary or Table Views . . . . . . . . . . . . . . . . . . . . . . . .172<br />

From the Cue Spreadsheet . . . . . . . . . . . . . . . . . . . . . . . . . . .172<br />

Using Encoders in Blind. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .173<br />

Deleting Cues. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .174<br />

In Track Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .174<br />

In Cue Only Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .174<br />

Chapter 12 Using Mark . . . . . . . . . . . . . . . . . . . . . . . . 175<br />

AutoMark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .176<br />

Conditions Triggering an AutoMark . . . . . . . . . . . . . . . . . . . . .176<br />

Allowing a Live Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .176<br />

AutoMark and Timing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .176<br />

Referenced Marks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .177<br />

vi <strong>Ion</strong> Operations Manual


Setting Referenced Mark Flags . . . . . . . . . . . . . . . . . . . . . . . .177<br />

Applying Flags as Channels are Marked . . . . . . . . . . . . . . . . .178<br />

Reference Marks and Timing. . . . . . . . . . . . . . . . . . . . . . . . . .181<br />

Chapter 13 Using Filters . . . . . . . . . . . . . . . . . . . . . . . 183<br />

Record Filters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .184<br />

Partial Filters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185<br />

Removing Filters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185<br />

Storing Data with Record Filters . . . . . . . . . . . . . . . . . . . . . . .186<br />

Chapter 14 Working with Multiple Cue Lists . . . . . . . . 187<br />

Recording to a New Cue List . . . . . . . . . . . . . . . . . . . . . . . . . . . . .188<br />

Using Record . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .188<br />

Using Record Only. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .188<br />

Using Assert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .189<br />

Using AllFade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190<br />

Changing the Active Cue List . . . . . . . . . . . . . . . . . . . . . . . . .190<br />

Using [Go To Cue] with Multiple Cue Lists. . . . . . . . . . . . . . . . . . .191<br />

Using Go To Cue 0 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .191<br />

Using Go To Cue Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .191<br />

Using the Cue List Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .192<br />

Open the Cue List Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . .192<br />

Chapter 15 Advanced Manual Control. . . . . . . . . . . . . 195<br />

Using [Copy To] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .196<br />

Using [Recall From] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .197<br />

Using {Make Null}. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .198<br />

In Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .198<br />

In Blind. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .198<br />

Using {Make Manual} . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .199<br />

Using {Make Absolute} . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .199<br />

Using [Capture] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200<br />

Using [Undo]. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .201<br />

Command History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .201<br />

Chapter 16 Multipart Cues. . . . . . . . . . . . . . . . . . . . . . 203<br />

About Multipart Cues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .204<br />

Record a Multipart Cue in Live . . . . . . . . . . . . . . . . . . . . . . . . . . . .204<br />

Creating a New Multipart Cue in Live . . . . . . . . . . . . . . . . . . .204<br />

Setting Multipart Cue Attributes . . . . . . . . . . . . . . . . . . . . . . . .205<br />

vii


Using Update in Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .206<br />

Storing a Multipart Cue in Blind . . . . . . . . . . . . . . . . . . . . . . . . . . .207<br />

Changing a Single Part Cue to a Multipart Cue. . . . . . . . . . . .207<br />

Changing a Multipart Cue to a Standard Cue . . . . . . . . . . . . .207<br />

Deleting a Part from a Multipart Cue . . . . . . . . . . . . . . . . . . . .207<br />

Chapter 17 Cue Playback . . . . . . . . . . . . . . . . . . . . . . 209<br />

Introduction to Playback . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210<br />

Playback Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210<br />

Selected Cue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .211<br />

Live / Blind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .211<br />

Out-of-Sequence Cues. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .212<br />

Go To Cue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .213<br />

Slider Module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .214<br />

Assigning Faders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .214<br />

Changing Fader Pages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .214<br />

Playback Fader Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215<br />

Go and Stop/Back . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215<br />

[Go To Cue] [0] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215<br />

Using Assert (Playback Button) . . . . . . . . . . . . . . . . . . . . . . . .218<br />

Using Timing Disable. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .218<br />

Using Freeze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .218<br />

Using Stop Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .219<br />

Release a Fader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .219<br />

Turning a Fader Off . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .219<br />

Using Rate Override . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .220<br />

Chapter 18 Using Park . . . . . . . . . . . . . . . . . . . . . . . . 221<br />

Using Park . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .222<br />

Park Display. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .222<br />

Parked Values in Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .223<br />

Scaled Parked Values in Live . . . . . . . . . . . . . . . . . . . . . . . . .224<br />

Parked Addresses in Live . . . . . . . . . . . . . . . . . . . . . . . . . . . .224<br />

Park Values from the Park Display . . . . . . . . . . . . . . . . . . . . .225<br />

Chapter 19 Creating and Using Effects . . . . . . . . . . . . 227<br />

About Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .228<br />

The Effect List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .228<br />

Effects Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .229<br />

Effect Status Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .233<br />

Step Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .234<br />

Program a Step Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .235<br />

Absolute Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .237<br />

Program an Absolute Effect. . . . . . . . . . . . . . . . . . . . . . . . . . .238<br />

Relative Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .239<br />

viii <strong>Ion</strong> Operations Manual


Focus Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .239<br />

Color Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .240<br />

Linear Effects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .240<br />

Define a Pattern Shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .241<br />

Program a New Relative Effect . . . . . . . . . . . . . . . . . . . . . . . .241<br />

Apply an Existing Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .242<br />

Editing Effects Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .242<br />

Stop an Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .242<br />

Deleting an Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .242<br />

Effects on Submasters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .243<br />

Configuring an Effect Submaster. . . . . . . . . . . . . . . . . . . . . . .243<br />

Recording an Effect to a Submaster . . . . . . . . . . . . . . . . . . . .243<br />

Running an Effect from a Submaster. . . . . . . . . . . . . . . . . . . .243<br />

Chapter 20 Using About . . . . . . . . . . . . . . . . . . . . . . . 245<br />

About [About] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .246<br />

[About] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .247<br />

About System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .247<br />

About Channel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .249<br />

About Address . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250<br />

About Cue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .253<br />

About IFCB Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .253<br />

About Presets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .253<br />

Chapter 21 Storing and Using Submasters . . . . . . . . . 255<br />

About Submasters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .256<br />

Recording a Submaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .256<br />

Submaster Displays. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .257<br />

Additive vs. Inhibitive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .257<br />

Proportional vs. Intensity Master . . . . . . . . . . . . . . . . . . . . . . .257<br />

HTP vs. LTP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .258<br />

Exclusive Submasters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .258<br />

Independent. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .258<br />

Changing Fader Pages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .258<br />

On Fader Wings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .258<br />

On the Slider Module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .258<br />

Loading Submasters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .259<br />

On Fader Wings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .259<br />

On the Slider Module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .259<br />

Updating a Submaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .260<br />

Deleting a Submaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .260<br />

Using Bump Button Timing With Submasters . . . . . . . . . . . . . . . .261<br />

Controlling Subfades Manually . . . . . . . . . . . . . . . . . . . . . . . .261<br />

Submaster List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .262<br />

Editing Submasters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .262<br />

ix


Chapter 22 Storing and Using Macros. . . . . . . . . . . . . 263<br />

About Macros . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .264<br />

Store a Macro from Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .264<br />

Using the [Learn] key. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .264<br />

Macro Editor Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .266<br />

Create a New Macro from the Display. . . . . . . . . . . . . . . . . . .268<br />

Edit an Existing Macro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .269<br />

Play a Macro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .270<br />

Stop a Macro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .270<br />

Delete a Macro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .270<br />

Chapter 23 Storing and Using Curves. . . . . . . . . . . . . 271<br />

About Curves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .272<br />

Creating and Editing Curves . . . . . . . . . . . . . . . . . . . . . . . . . . . . .273<br />

Creating a Curve . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .273<br />

Editing Curves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .274<br />

Applying a Curve . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .275<br />

To Channels In Patch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .275<br />

To Cues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .275<br />

Delete a Curve . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .275<br />

Chapter 24 Using Show Control . . . . . . . . . . . . . . . . . 277<br />

About Show Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .278<br />

Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .278<br />

Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .278<br />

Internal vs. External Time . . . . . . . . . . . . . . . . . . . . . . . . . . . .278<br />

Programming an Event List . . . . . . . . . . . . . . . . . . . . . . . . . . .279<br />

Time Code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .280<br />

Enabling Time Code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .280<br />

Timing Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .280<br />

Enabling the Clocks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .281<br />

Programming a Time Code Event . . . . . . . . . . . . . . . . . . . . . .281<br />

Learn Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .281<br />

Execution While Editing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .281<br />

Real Time Clock (RTC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .282<br />

Enabling Real Time Clock . . . . . . . . . . . . . . . . . . . . . . . . . . . .282<br />

Real Time Clock Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . .282<br />

Programming Real Time Clock Events . . . . . . . . . . . . . . . . . .282<br />

Analog Inputs and Relay Outputs. . . . . . . . . . . . . . . . . . . . . . . . . .283<br />

Analog Inputs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .283<br />

Relay Outputs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .283<br />

MIDI Show Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .283<br />

Data Sources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .283<br />

x <strong>Ion</strong> Operations Manual


MIDI Show Control Devices. . . . . . . . . . . . . . . . . . . . . . . . . . .283<br />

<strong>Ion</strong> Command Interpretation . . . . . . . . . . . . . . . . . . . . . . . . . .284<br />

Serial (RS-232). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .286<br />

Enabling Serial. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .286<br />

Serial Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .286<br />

Chapter 25 Multiple Users . . . . . . . . . . . . . . . . . . . . . . 287<br />

About User ID. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .288<br />

Assigning User ID . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .288<br />

Chapter 26 Using Partitioned Control . . . . . . . . . . . . . 289<br />

About Partitioned Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .290<br />

How to Use Partitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .290<br />

Setting Up Partitioned Control . . . . . . . . . . . . . . . . . . . . . . . . .290<br />

Partition List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .290<br />

Creating New Partitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .291<br />

Deleting Partitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .291<br />

Using Partitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .292<br />

Partitions in Playback . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .292<br />

Flexichannel in Partitioned Control . . . . . . . . . . . . . . . . . . . . .292<br />

Appendix A Eos Configuration Utility (Eos Shell). . . . . 293<br />

Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293<br />

What the Utility Does . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293<br />

Eos Configuration Utility Reference . . . . . . . . . . . . . . . . . . . . . . . 294<br />

General Settings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296<br />

Network Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 299<br />

Maintenance and Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . 302<br />

<strong>Ion</strong> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 305<br />

Appendix B Multi-console and Synchronized Backup . 307<br />

Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307<br />

Multi-console setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 308<br />

Synchronized Backup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 311<br />

Appendix C Remote Processor Unit (RPU) . . . . . . . . . 315<br />

Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 315<br />

Hardware Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 315<br />

Start Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316<br />

xi


Software Configuration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 317<br />

Basic Use Guidelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 318<br />

Net3 Services . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .318<br />

Appendix D Remote Video Interface (RVI). . . . . . . . . . 319<br />

Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 319<br />

Hardware Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 320<br />

Start Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 321<br />

Basic Use Guidelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 322<br />

Appendix E Remote Control. . . . . . . . . . . . . . . . . . . . . 323<br />

Remotes Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323<br />

Remote Focus Remote (RFR) . . . . . . . . . . . . . . . . . . . . . . . . . . . 324<br />

Console Section Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .325<br />

Basic Use Guidelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327<br />

LCD General Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .327<br />

RFR Operation Modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 329<br />

Technical Specifications. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 333<br />

Appendix F Universal Fader Wings . . . . . . . . . . . . . . . 335<br />

Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335<br />

1 x 20 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335<br />

2 x 10 and 2 x 20 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335<br />

User Guidelines for Fader Wings . . . . . . . . . . . . . . . . . . . . . . . . . 338<br />

xii <strong>Ion</strong> Operations Manual


Introduction<br />

Welcome to the <strong>Ion</strong> Operations Manual. This manual is a comprehensive resource for users of the<br />

<strong>Ion</strong> control system.<br />

This chapter contains the following sections:<br />

• Using this Manual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2<br />

• Register Your <strong>Ion</strong>. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3<br />

• Help from <strong>ETC</strong> Technical Services. . . . . . . . . . . . . . . . . . . . . .3<br />

• Important Concepts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4<br />

• Other Reference Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . .8<br />

• Online Eos/<strong>Ion</strong> User Forums. . . . . . . . . . . . . . . . . . . . . . . . . . .8<br />

Introduction 1


Using this Manual<br />

In order to be specific about where features and commands are found, the following naming and<br />

text conventions will be used:<br />

• Facepanel buttons are indicated in bold [brackets]. For example, [LIVE] or [Enter].<br />

Optional keys are indicated in , for example, or .<br />

• Browser menus, menu items, and commands you must perform are indicated in bold<br />

text. For example: In the File menu, click Open. Or: Press [Record] [Preset] [Enter].<br />

• Alphanumeric keyboard buttons are indicated in all CAPS. For example, TAB or CTRL.<br />

• Keys which are intended to be pressed or held simultaneously are indicated with the<br />

“and” symbol. For example, [Load] & [Timing Disable].<br />

• Softkeys and clickable buttons in the Central Information Area (CIA) are indicated in<br />

bold {braces}. A note about (more softkeys): this command is always<br />

indicated as optional, and is only indicated once in an instruction regardless of how<br />

many pages of softkeys exist. This is because there is no way to predict what softkey<br />

page you are on at any given time. Press until you find the required<br />

command.<br />

• References to other parts of the manual are indicated in italics. When viewing this<br />

manual electronically, click on the reference to jump to that section of the manual.<br />

Note:<br />

CAUTION:<br />

WARNING:<br />

Notes are helpful hints and information that is supplemental to the main text.<br />

A Caution statement indicates situations where there may be undefined or<br />

unwanted consequences of an action, potential for data loss or an equipment<br />

problem.<br />

A Warning statement indicates situations where damage may occur, people may<br />

be harmed, or there are serious or dangerous consequences of an action.<br />

Please email comments about this manual to: TechComm@etcconnect.com<br />

2 <strong>Ion</strong> Operations Manual


Register Your <strong>Ion</strong><br />

Registering your <strong>Ion</strong> system with <strong>ETC</strong> ensures that you will be notified of software and library<br />

updates, as well as any product advisories.<br />

When you register, you will also be enrolled in “My <strong>ETC</strong>,” a personalized <strong>ETC</strong> Web site that<br />

provides a more direct path of communication between you and <strong>ETC</strong>.<br />

Register now at http://www.etcconnect.com/product.registration.asp.<br />

Help from <strong>ETC</strong> Technical Services<br />

If you are having difficulties, your most convenient resources are the references given in this user<br />

manual. To search more widely, try the <strong>ETC</strong> Web site at www.etcconnect.com. If none of these<br />

resources is sufficient, contact <strong>ETC</strong> Technical Services directly at one of the offices identified below.<br />

Emergency service is available from all <strong>ETC</strong> offices outside of normal business hours.<br />

When calling for assistance, please have the following information handy:<br />

• Console model and serial number (located on back panel)<br />

• Dimmer manufacturer and installation type<br />

• Other components in your system (Unison ® , other consoles, etc.)<br />

Americas United Kingdom<br />

Electronic <strong>Theatre</strong> Controls Inc. Electronic <strong>Theatre</strong> Controls Ltd.<br />

Technical Services Department Technical Services Department<br />

3031 Pleasant View Road 26-28 Victoria Industrial Estate<br />

Middleton, WI 53562 Victoria Road,<br />

800-775-4382 (USA, toll-free) London W3 6UU England<br />

+1-608 831-4116 +44 (0)20 8896 1000<br />

service@etcconnect.com service@etceurope.com<br />

Asia Germany<br />

Electronic <strong>Theatre</strong> Controls Asia, Ltd. Electronic <strong>Theatre</strong> Controls GmbH<br />

Technical Services Department Technical Services Department<br />

Room 1801, 18/F Ohmstrasse 3<br />

Tower 1, Phase 1 Enterprise Square 83607 Holzkirchen, Germany<br />

9 Sheung Yuet Road +49 (80 24) 47 00-0<br />

Kowloon Bay, Kowloon, Hong Kong techserv-hoki@etcconnect.com<br />

+852 2799 1220<br />

service@etcasia.com<br />

Introduction 3


Important Concepts<br />

Before using <strong>Ion</strong>, you should read and familiarize yourself with the concepts defined below. You will<br />

find that understanding these terms and concepts will improve your efficiency with <strong>Ion</strong>.<br />

Channel = Fixture<br />

Output<br />

A fixture is defined as a group of related addresses that together control a device. An<br />

examples of a fixture would be an <strong>ETC</strong> Revolution. This moving light contains 31<br />

parameters that together allow you to perform various functions such as pan and tilt. Each<br />

of these attributes is addressed by a different output.<br />

<strong>Ion</strong> treats fixtures and channels as one and the same. Unlike former <strong>ETC</strong> consoles where<br />

a fixture occupied one channel for each parameter, <strong>Ion</strong> assigns each fixture a single<br />

channel number. Individual parameters are then associated with that channel as additional<br />

lines of channel information.<br />

Outputs are the method by which level changes to channels are conveyed to attached<br />

devices. These outputs are patched to channels. In its simplest form, an output is the data<br />

signal sent from the console to turn on a light or modify a fixture parameter.<br />

Record Target<br />

A record target is any data location that you can store data using a [Record] or [Record<br />

Only] command. Examples of record targets are cues, palettes, presets, and macros.<br />

Move Instruction<br />

A move instruction is any change to a parameter from its previous stored value. Any change<br />

to a channel’s intensity is a move instruction. Any change to a channel’s pan or tilt is a move<br />

instruction. Any change to a channel’s color mixing is a move instruction, and so on.<br />

Syntax Structure<br />

Note:<br />

Most instructions can be entered into <strong>Ion</strong> through the command line. When entering data<br />

into the console, the <strong>Ion</strong> command line expects instructions to be entered in a specific<br />

structure, or syntax.<br />

Generally speaking, the order of syntax can be described as:<br />

• What are you trying to affect? (Channel, group)<br />

• What do you want it to do? (Change intensity, focus, pan and tilt)<br />

• What value do you want? (Intensity at full, Iris at 50)<br />

Naturally other commands will be used in the course of programming your show, but most<br />

other functions are modifiers of these three basic steps: modifying the channel(s) you are<br />

are working with, determining what parameters of those channels you are impacting, and<br />

what value you want them to assume. When working with record targets, the syntax is<br />

similar.<br />

Not all actions on <strong>Ion</strong> must be entered from the command line, although many will<br />

result in a command line instruction. Other actions bypass the command line<br />

entirely.<br />

4 <strong>Ion</strong> Operations Manual


Enter<br />

Since the command line can receive multiple edits and instructions at once, it is necessary<br />

to let <strong>Ion</strong> know when you have completed your instruction in the command line. This is done<br />

with the [Enter] key.<br />

There are some commands which are self-terminating, and therefore do not require [Enter]<br />

to be pressed. Some (but not all) of these commands are:<br />

• [Out]<br />

• [At] [+][+]<br />

• [At] [-][-]<br />

• [Full] [Full]<br />

• Actions from the direct selects<br />

Parameters and Parameter Categories<br />

<strong>Ion</strong> divides fixture parameters into four major parameter categories: Intensity, Focus, Color, and<br />

Beam. These are the parameters in each category:<br />

• Intensity . . . . . . . . . . Intensity<br />

• Focus . . . . . . . . . . . . Pan and Tilt<br />

• Color. . . . . . . . . . . . . All color parameters (such as color wheel, CMY, scrollers, and<br />

so on).<br />

• Beam . . . . . . . . . . . . Any parameter not covered in the other categories.<br />

Tracking vs. Cue Only<br />

<strong>Ion</strong> is, by default, a tracking console. This means two things. First, tracking relates to how<br />

cue lists are created. Once data is in a cue list, it will remain a part of that cue list, at its<br />

original setting, and track forward through subsequent cues, until a new instruction is<br />

provided or until it is removed from the cue list using filters or null commands.<br />

Secondly, tracking relates to how changes to cue data are handled. Unless otherwise<br />

instructed by a Cue Only command, changes to a parameter in a cue will track forward<br />

through the cue list until a move instruction (or block command) is encountered.<br />

It is possible to change the default setting of <strong>Ion</strong> to “Cue Only”. This prevents changes from<br />

tracking forward into subsequent cues, unless overridden with a track instruction.<br />

<strong>Ion</strong> also has a [Cue Only/Track] button that allows you to record or update a cue as an<br />

exception to the default setting. Therefore, if the console is set to Tracking, the button acts<br />

as Cue Only. If console is set to Cue Only, it behaves as a Track button.<br />

Introduction 5


Move Fade<br />

Move Fade is a lighting control philosophy which determines how cues are played back. <strong>Ion</strong><br />

adheres to this philosophy.<br />

In a Move Fade system, parameters do not change from their current setting until they are<br />

provided a move instruction in a cue or are given a new instruction manually.<br />

For example, in cue 1, channel 1 has been given an intensity value of 50%. This value does<br />

not change until cue 20, where channel 1 is moved to 100%. Therefore, channel 1 has a<br />

tracked intensity value of 50% in cues 2-19. If the user applies a manual intensity value of<br />

25% while sitting in cue 5 (for example), that channel will stay at 25% until Cue 20 is<br />

recalled - because 20 is the next cue in which channel 1 has a move instruction. The<br />

original intensity of 50% will not be reapplied in subsequent cues unless specifically called<br />

out by the cue or manually performed.<br />

Cue List Ownership<br />

<strong>Ion</strong> is capable of running multiple cue lists. In a multiple-cue-list console, cue list ownership<br />

is an important concept. Cue list ownership is determined by the cue from which a channel<br />

is currently receiving its value. In Live, a parameter is considered to be “owned” by a cue<br />

list when it is receiving its current value from that cue list.<br />

When alternating between cue lists in sequential playback, an active cue list does not<br />

necessarily own a channel unless that list has provided the last move instruction for that<br />

channel. For example, assume a channel is owned by cue list 1 and is at a tracked value.<br />

If a cue from another cue list is executed and provides a move instruction for the channel<br />

in the new cue, the channel is now owned by the second cue list. It will not return to cue list<br />

1 until that cue list provides a move instruction for the channel.<br />

Assert may be used to override this default behavior, allowing a cue list’s control over a<br />

channel to resume, even when the channel’s data is tracked.<br />

This rule is not followed when executing an out-of-sequence cue. An out-of-sequence cue<br />

is any cue that is recalled via “Go To Cue”, a Link instruction, or manually changing the<br />

pending cue. In general applications, the entire contents of the cue (both moves and tracks)<br />

will be asserted on an out-of-sequence cue.<br />

Block vs. Assert<br />

In previous <strong>ETC</strong> consoles, placing a block instruction on a channel was a way to treat a<br />

tracked value as a move instruction, both in editing and playback. In <strong>Ion</strong>, this behavior is<br />

now split up. Blocked channel data is an editing convention only, and it prohibits tracked<br />

instructions from modifying the associated data. Blocked data has no impact on playback;<br />

the channels will continue to play back as though they were tracks. Assert is used to force<br />

playback of a tracked/blocked value.<br />

6 <strong>Ion</strong> Operations Manual


Live and Blind<br />

Live and Blind are methods to view and edit data in your show files. When you press the<br />

[Live] key, the screen will show you the live display. When you press [Blind], you will see<br />

the blind display. In either case, you may use the [Format] key to alter how the data is<br />

displayed (see Using [Format], page 43).<br />

When in Live, the data displayed represents the data being sent from the console at that<br />

moment. In other words, the parameter data that is “live” on stage. When you edit data in<br />

live, those changes will become active and visible on stage as soon as the command line<br />

is terminated.<br />

When in Blind, the data displayed represents data from the record target you choose to<br />

view (cues, presets, palettes, and so on). When you edit data in Blind, changes will not<br />

automatically appear on stage, since the data you are modifying is not live. This is true even<br />

if the record target you are modifying is active on stage. It is possible to play a cue in Live,<br />

then switch to Blind and edit that cue in blind without affecting levels on stage. Edits in Blind<br />

do not require a [Record] command to be stored. They are considered stored when the<br />

command line is terminated. Any display that is not the Live display is considered Blind, and<br />

the Blind LED will be illuminated. For example, if you open patch, the blue LED on [Blind]<br />

will be lit to show that you are in a Blind display.<br />

HTP vs. LTP<br />

HTP (Highest-Takes-Precedence) and LTP (Latest-Takes-Precedence) are terms used to define<br />

the output of a channel parameter that is receiving data from multiple sources. In HTP, the highest<br />

level of all sources will be executed. In LTP, the most recent level received will be executed. Cue<br />

lists and submasters can operate as HTP or LTP for intensity parameters only. Non-intensity<br />

parameters (NPs) are always LTP. Submasters can operate as HTP or LTP for intensity. The default<br />

is HTP. <strong>Ion</strong>’s default cue list setting for intensity is LTP (see HTP/LTP, page 193). <strong>Ion</strong>’s default<br />

submaster setting for intensity is HTP.<br />

HTP<br />

HTP is only applicable to the intensity of a channel. HTP channels will output the level that is the<br />

highest of all inputs. HTP channels are also referred to as “pile-on”, because as control inputs are<br />

added (for example - you may bring up cues and multiple submasters that all have the same<br />

channel recorded at various levels), the system calculates which input has the highest level for that<br />

channel and outputs that level for the channel. As control inputs are removed (you pull some of the<br />

submasters down to zero), the console will adjust the channel level, if required, to the highest<br />

remaining level.<br />

LTP<br />

LTP is applicable to any parameter of any channel. LTP output is based on the most recent move<br />

instruction issued to the channel parameter. Any new values sent to the channel will supersede any<br />

previous values, regardless of the level supplied.<br />

<strong>Ion</strong> determines the LTP value for a channel, which is overridden by any HTP input values that are<br />

higher than the LTP instruction. This is then finally modified by manual control.<br />

Introduction 7


Other Reference Materials<br />

Help System<br />

A keyhelp system is also contained within your <strong>Ion</strong> console. To access help, press and hold [Help]<br />

and press any key to see:<br />

• the name of the key<br />

• a description of what the key enables you to do<br />

• syntax examples for using the key (if applicable)<br />

Note:<br />

Keyhelp is included on most tangible action buttons on your <strong>Ion</strong> console. This<br />

includes most softkeys and clickable buttons as well as the traditional keys on the<br />

keypad.<br />

As with hard keys, the “press and hold [Help]” action can be also used with<br />

softkeys and clickable buttons.<br />

Online Eos/<strong>Ion</strong> User Forums<br />

You are encouraged to visit and participate in the <strong>ETC</strong> Eos/<strong>Ion</strong> User Forum, accessible from the<br />

<strong>ETC</strong> web site (www.etcconnect.com). This gives you access to an online community of Eos and <strong>Ion</strong><br />

users where you can read about other users’ experiences, suggestions, and questions regarding<br />

the product as well as submit your own.<br />

To register for the <strong>ETC</strong> Eos/<strong>Ion</strong> User Forum:<br />

Step 1: Go to <strong>ETC</strong>’s community web site (www.etcconnect.com/community). An introduction<br />

page to the online community will open.<br />

Step 2: You may register for the forum using the “register” link in the introduction or by<br />

clicking the “join” link in the upper right corner of the page.<br />

Step 3: Follow the registration instructions provided by the community page.<br />

8 <strong>Ion</strong> Operations Manual


Chapter 1<br />

System Overview<br />

Inside this chapter you will find general descriptions of your <strong>Ion</strong> control console, how it fits into a<br />

network control system, and the various areas of user interface.<br />

This chapter contains the following sections:<br />

• System Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10<br />

• Console Geography. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12<br />

• Cleaning <strong>Ion</strong> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13<br />

• Console Capacities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14<br />

• Outputting DMX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15<br />

1 System Overview 9


System Components<br />

Console<br />

<strong>Ion</strong> is designed from conception as a fully integrated controller for conventional lights and<br />

multi-parameter devices (for example: moving lights, color scrollers, gobo wheels). Attention to<br />

detail across all areas of the system design and architecture allows you the utmost flexibility and<br />

customization of use.<br />

<strong>Ion</strong> allows designers and programmers to develop a mutual vocabulary for moving light control.<br />

This implementation of simple and uniform syntax for moving light control provides a solid<br />

foundation for both experienced and inexperienced moving light users.<br />

Remote Processor Unit (RPU)<br />

The RPU can be used as the primary or backup processor for the system or for primary playback in<br />

installations that do not require a control console after initial programming is completed.<br />

For more information, see the appendix Remote Processor Unit (RPU), page 315.<br />

Remote Video Interface (RVI)<br />

The remote video interface allows remote interaction with the lighting control system. This can be<br />

for display purposes only. Additionally, with a mouse and alphanumeric keyboard attached, the RVI<br />

can be used as a remote programming station. The RVI provides supports for a maximum of two<br />

DVI or SVGA monitors, 1280x1024 minimum resolution.<br />

For more information, see the appendix Remote Video Interface (RVI), page 319.<br />

Radio Focus Remote (RFR)<br />

The RFR provides wireless control of key front panel functions.The base station for the RFR can be<br />

networked into the system, or can connect to a console or remote device using the USB interface.<br />

For more information, see the appendix Remote Control, page 323.<br />

10 <strong>Ion</strong> Operations Manual


Gateways<br />

<strong>Ion</strong> is part of a fully networked system capable of direct output of both <strong>ETC</strong>Net2 and Net3.<br />

Gateways can be configured to listen to either <strong>ETC</strong>Net2 or Net3 and provide interface to devices in<br />

the lighting system that do not accept network communication directly. Gateways are provided for<br />

DMX/RDM output, show control input and output and analog input and output.<br />

• Net3 to DMX/RDM gateways are provided with a maximum of four outputs, which can be<br />

male, female, or terminal strip.<br />

• Show Control Gateway supports MIDI In/Thru and Out and SMPTE In.<br />

• I/O Gateway supports 24 analog inputs, 16 SPDT contact closure outputs, and RS-232 serial<br />

protocol.<br />

1 System Overview 11


Console Geography<br />

Below is a diagram of the <strong>Ion</strong> console with references made to specific areas of use. The terms and<br />

names for each area and interface are used throughout this manual.<br />

Parameter category/<br />

Paged encoders<br />

encoder page buttons<br />

Note:<br />

Power button<br />

USB port<br />

LCD screen<br />

Blackout and<br />

Grandmaster<br />

Terminology<br />

Power Button<br />

The <strong>Ion</strong> hardware was recently revised. For previous hardware versions, please<br />

see the <strong>Ion</strong> v.1.4 Operations Manual Rev B.<br />

The power button on the front of the console is used to power up the <strong>Ion</strong> console. A separate power<br />

switch, located in the rear panel of the console, can be used to disconnect power from the console’s<br />

internal components.<br />

WARNING:<br />

Playback<br />

controls<br />

IEC receptacle<br />

Control<br />

keypad<br />

MIDI Out and In<br />

Hard power switch VGA port<br />

DVI video<br />

Ethernet<br />

ports 4 USB<br />

ports port<br />

Navigation keys<br />

Level<br />

wheel<br />

DMX ports<br />

1 and 2<br />

Softkeys<br />

Remote<br />

trigger<br />

port<br />

Phone<br />

Remote<br />

Port<br />

Before servicing the <strong>Ion</strong> control console, you must switch off the power<br />

from the rear of the console and disconnect the power cord completely.<br />

12 <strong>Ion</strong> Operations Manual


USB Ports<br />

One USB port is provided on the front of the console to connect any USB storage device. An<br />

additional four USB ports on the rear panel of the console can be used to connect peripherals such<br />

as an alphanumeric keyboard, pointing device, or touchscreen control for external monitors.<br />

Encoders<br />

Encoders and the LCD (see below) for control of non-intensity parameters are provided at the top<br />

center of the console. The four encoders are pageable controls, which are populated on the LCD<br />

with the parameters used in your show.<br />

The encoders can also be used to enter information into your patch.<br />

LCD<br />

This display accompanies the CIA as an additional user interface. This LCD offers you softkeys,<br />

encoder information, and an additional view of the command line.<br />

Load<br />

The load button is located above the fader pair at the bottom of the LCD and is used to load the<br />

specified cue.<br />

Control Keypad<br />

The control keypad area is divided into three general sections including record targets, numeric<br />

keypad and modifiers, and special function controls.<br />

Level Wheel<br />

Proportionally adjusts intensity for selected channels. It also provides scrolling and zoom functions<br />

in various modes.<br />

Navigation Keypad<br />

Used for quick access to the live and blind displays, format, paging, and navigation within displays.<br />

Parameter Category/ Encoder Page Buttons<br />

Parameter buttons are used to select parameter categories and change encoder pages.<br />

IEEE Ethernet 802.3 Ethernet Port<br />

Ethernet port for connection to a network switch, network gateways, and accessory devices.<br />

Littlites ®<br />

You may connect a Littlite to the side of your <strong>Ion</strong> console.<br />

Cleaning <strong>Ion</strong><br />

Should the exterior or LCD of your <strong>Ion</strong> require cleaning, you may gently wipe them with a<br />

dampened (not dripping), non-abrasive paper towel or soft cloth.<br />

If this does not clean the console sufficiently, you may apply some window cleaner (containing<br />

ammonia is fine) to the cloth and repeat the process until clean.<br />

1 System Overview 13


Console Capacities<br />

Output Parameters<br />

• 1,024 outputs (DMX channels)<br />

-or-<br />

• 1,536 outputs (DMX channels)<br />

-or-<br />

• 2,048 outputs (DMX channels)<br />

Channel Counts<br />

• 10,000 channels<br />

Cues and Cue Lists<br />

• Up to 999 cue lists<br />

• Up to 10,000 cues<br />

Record Targets<br />

• 1,000 Groups<br />

• 1,000 x 4 Palettes (Intensity, Focus, Color and Beam)<br />

• 1,000 Presets<br />

• 1,000 Effects<br />

• 1,000 Macros<br />

Faders<br />

• 1 dedicated Master Playback, with Go and Stop/Back<br />

• a maximum of 200 configurable playbacks, with Go and Stop/Back<br />

• a maximum of 300 configurable submasters, with Bump and Assert/Select<br />

14 <strong>Ion</strong> Operations Manual


Outputting DMX<br />

In order to output control levels from <strong>Ion</strong>, you can either use the DMX ports on the back of the<br />

console (see Local DMX, page 305 in the ECU appendix) or you may connect a Net3 gateway or<br />

Net2 node. If your device receives Net3 or <strong>ETC</strong>Net2 directly, no gateway or node is required.<br />

Nodes and gateways must be given an IP address before they can function with <strong>Ion</strong>. This may<br />

require using NCE (Network Configuration Editor) or GCE (Gateway Configuration Editor) and a<br />

Windows ® PC to configure the gateways or nodes. The NCE or GCE Software CD and related user<br />

manuals and setup guides were packaged with your gateway or node. Use these materials to<br />

prepare them for use with <strong>Ion</strong>.<br />

For more information on Net3 gateways or Net2 nodes, see the product literature that accompanied<br />

the hardware or download it from our website at www.etcconnect.com.<br />

1 System Overview 15


16 <strong>Ion</strong> Operations Manual


Chapter 2<br />

System Installation<br />

This chapter depicts the placement of <strong>Ion</strong> in a few lighting system risers. It also details connection<br />

of the various components of your <strong>Ion</strong> hardware.<br />

This chapter contains the following sections:<br />

• Basic System Risers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18<br />

• Large System Riser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19<br />

2 System Installation 17


Basic System Risers<br />

<strong>Ion</strong> Console<br />

<strong>Ion</strong> Console<br />

Net3 Gateway<br />

Remote Processing Unit<br />

DMX/RDM<br />

To <strong>ETC</strong>Net2/3<br />

Net3 Gateway<br />

Sensor+® Dimmers<br />

DMX/RDM<br />

To <strong>ETC</strong>Net2/3<br />

18 <strong>Ion</strong> Operations Manual


<strong>Ion</strong> Console<br />

Client Software<br />

Eos Console<br />

Large System Riser<br />

Ethernet<br />

Two Remote<br />

Processing Units<br />

(RPU - for backup)<br />

Net3 Remote<br />

Video Interface (RVI)<br />

Radio Focus<br />

Remote<br />

(RFR - Receiver)<br />

Net3<br />

Gateways<br />

Radio Focus<br />

Remote<br />

(RFR - Transmitter)<br />

Contact In, Contact Out, RS232<br />

MIDI, SMPTE<br />

DMX/RDM<br />

Sensor+ Dimmers<br />

2 System Installation 19


20 <strong>Ion</strong> Operations Manual


Chapter 3<br />

System Basics<br />

This chapter explains the base level procedures for setting up, navigating, and understanding how<br />

to operate <strong>Ion</strong>.<br />

This chapter contains the following sections:<br />

• Setting Up the Hardware . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22<br />

• Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23<br />

• The Central Information Area (CIA) . . . . . . . . . . . . . . . . . . . .27<br />

• Using the Browser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29<br />

• Display Control and Navigation . . . . . . . . . . . . . . . . . . . . . . .33<br />

• Graphical User Interface (GUI) Display Conventions. . . . . .35<br />

• Using [Format] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43<br />

• Using Flexichannel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40<br />

• Encoders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46<br />

• Using Softkeys. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46<br />

3 System Basics 21


Setting Up the Hardware<br />

Follow these steps to prepare your <strong>Ion</strong> for use.<br />

Step 1: Place your console on a firm, level surface. Be sure to leave space for access to the<br />

rear of the console. You will need to connect several items to the ports on the back.<br />

Step 2: Connect any monitors to the proper ports on the back of the console.<br />

Note:<br />

<strong>Ion</strong> supports up to 2 monitors, either 2 DVI monitors or 1 DVI and 1 VGA.<br />

Step 3: Connect the keyboard and mouse. Attach to the appropriate connector on the back of<br />

the console.<br />

Step 4: If you will be connecting to an Eos/<strong>Ion</strong> network, connect the appropriate ethernet<br />

(CAT 5 or better) cable to the ethernet port on the back of the console.<br />

Step 5: If you plan on using the DMX ports on the back of <strong>Ion</strong> to control your lighting system,<br />

attach the appropriate DMX connector and cable to the desired port. These ports<br />

default to output DMX universes one and two. Configuration is required to use any<br />

other universe. For more information, see Local DMX, page 305 in the ECU appendix.<br />

Step 6: Attach the appropriate IEC power cable for your location to the IEC connector on the<br />

back of the console, just above the power switch.<br />

Your console hardware is now ready to be powered up.<br />

22 <strong>Ion</strong> Operations Manual


Power<br />

Power Up the Console<br />

Note:<br />

Note:<br />

Step 1: Attach the appropriate power cable to the IEC connector on the rear of the console.<br />

Step 2: Press the I/O switch (I is “on”) next to the IEC connector on the rear of the console to<br />

turn power on. This will provide power to all internal electronics.<br />

Step 3: Press the power button, located in the top left corner of the console, above the USB<br />

port. The button LED will illuminate blue to indicate the console is running. The<br />

console will boot up into the <strong>Ion</strong> environment. The <strong>Ion</strong> system is now ready for use.<br />

Power Down the Console<br />

Note:<br />

You need to wait about 30 seconds between steps 2 and 3.<br />

In the future, you may go straight to the welcome screen by adjusting a setting in<br />

the ECU. See Show Welcome Screen, page 297 in the ECU appendix.<br />

Step 1: After saving your show (see below), in the browser menu select File>Power Off<br />

Console. A dialogue box opens asking you to confirm.<br />

Step 2: Confirm this command by clicking {OK} in the dialog box. The console will power<br />

down.<br />

<strong>Ion</strong> is a persistent storage console. Therefore if you shut down your system<br />

without saving the show file, you will return to the same place in your show when<br />

you reboot.<br />

3 System Basics 23


Your First Interaction<br />

When you first start up <strong>Ion</strong>, you will immediately enter the <strong>Ion</strong> software environment. A welcome<br />

window will greet you with a {Let’s Begin} button visible on the screen. Use your mouse to click on<br />

{Let’s Begin} or you can press the [Enter] key.<br />

Since <strong>Ion</strong> can be set up with one or two monitors, what you will first see depends partly upon the<br />

number of monitors you are using.<br />

Single Monitor Configuration<br />

When using a single monitor, the top half of the initial display screen becomes the primary viewing<br />

area for displayed information. <strong>Ion</strong> will first open with the live table display on the top (primary) half<br />

of the screen and the CIA on the bottom half of the screen.<br />

When the CIA is open, one line of the playback status display is visible above the double arrows.<br />

You can view more of the playback status display by collapsing the CIA (see Collapse/Expand the<br />

CIA, page 27).<br />

Primary screen -<br />

live display<br />

Playback<br />

Status Display<br />

Initial View - Primary/CIA<br />

Command<br />

line<br />

24 <strong>Ion</strong> Operations Manual<br />

CIA


You can use the [Swap] key to change the view of the display. Multiple presses of [Swap] will yield<br />

the following responses:<br />

• First press - Expanded View - expands the top (primary) portion of the display to the full<br />

screen. This essentially hides the CIA from view.<br />

• Second press - Playback Status View - exposes the CIA again and switches the primary<br />

area to the playback status display.<br />

• Third press - Primary/CIA View - returns the screen to the original primary display with the<br />

CIA exposed.<br />

As you open other displays later while programming, they will open in place of the live table view.<br />

The playback status display is always the display visible by pressing [Swap].<br />

Expanded View<br />

Live Display<br />

Playback Status View<br />

3 System Basics 25


Dual Monitor Configuration<br />

When two monitors are used, one monitor will show the playback status display as well as the CIA<br />

and the other monitor becomes the primary area for displayed information. In this dual<br />

configuration, <strong>Ion</strong> will first open with the live table display open on the primary monitor and the<br />

playback status and CIA visible on the other monitor.<br />

Dual Monitor<br />

Primary Display (Live)<br />

You can press the [Expand] key to expand the primary display onto the secondary display.<br />

Dual Monitor<br />

Primary Display (expanded)<br />

Dual Monitor<br />

Playback Status Display<br />

To return to the original view, press [Expand] again. For additional information on displays, see<br />

Display Control and Navigation, page 33.<br />

Please see External Monitor Arrangement, page 298 for more information on configuring <strong>Ion</strong> for a<br />

dual monitor configuration.<br />

26 <strong>Ion</strong> Operations Manual


The Central Information Area (CIA)<br />

The Central Information Area (CIA) is displayed on the lower portion of the screen. By default, the<br />

CIA consists of two primary areas: the parameter display and the browser.<br />

Parameter display<br />

Parameter category button labels<br />

Parameter Display<br />

This display shows the parameters available for patched channels. It is also where you can select<br />

which parameters to view in live or blind. The parameter display will dynamically change depending<br />

on the channel (fixture) selected and its applicable parameters.<br />

Browser<br />

The browser is the interface for numerous functions including saving a show, opening a show,<br />

changing settings, viewing record target lists, opening displays and many other functions.<br />

Collapse/Expand the CIA<br />

Browser<br />

Double arrows<br />

CIA show/hide<br />

CIA lock<br />

(shown<br />

unlocked)<br />

It is possible to collapse the CIA from view. To do this, you can click the double arrow icon centered<br />

above the CIA. The CIA will collapse from view, exposing a larger viewing area of whatever display<br />

is visible above the CIA. The double arrows will move to the bottom of the screen.<br />

To expand the CIA into view again, click the double arrow at the bottom of the screen. The CIA will<br />

reopen.<br />

3 System Basics 27


Lock the CIA<br />

You can lock the CIA in place to prevent it from being collapsed.<br />

To lock the CIA, click on the lock above the browser. The double arrow above the CIA will<br />

disappear and the lock will “lock”.<br />

To unlock the CIA, click the sunken lock again and the double arrows will reappear.<br />

Locking the Facepanel<br />

It is possible to lock out the facepanel, which prevents any actions from the command line or CIA.<br />

To lock out the facepanel, press [Clear] & [Escape]. To unlock the facepanel, press [Clear] &<br />

[Escape] again.<br />

28 <strong>Ion</strong> Operations Manual


Using the Browser<br />

To use the browser, you must first draw focus to it by clicking anywhere in the browser area of the<br />

CIA or by pressing the [Displays] key.<br />

When focus is on the browser, the window border highlights in gold. The scroll lock LED illuminates<br />

red and the paging keys will now control selection in the browser.<br />

Menu arrows<br />

Opened menu<br />

Sub menus<br />

Note:<br />

• Use the page arrow keys to move the selection bar up and down the list. You can also use the<br />

level wheel to scroll through the list.<br />

• When the bar highlights the desired menu, press [Page ] to open the menu.<br />

• Continue pressing [Page ] to open submenus.<br />

• Scroll to the item you wish to open using [Page ] or [Page ] and then press [Select]. You<br />

may also click the item you wish to open and then press [Select]. You can also use the level<br />

wheel to scroll in the browser.<br />

• If you wish to close a submenu scroll to that item and press [Page ].<br />

• To draw focus to the browser at any time, press the [Displays] key.<br />

Virtual Keyboard<br />

The [Select] key can be used to confirm a choice in the browser.<br />

Selection bar<br />

Scroll bar<br />

It is possible to open a virtual keyboard in the CIA which mimics the hard keys found on the actual<br />

<strong>Ion</strong> keypad. This virtual keyboard is accessible from the browser.<br />

The virtual keyboard is found with the other virtual controls in the browser. Navigate to<br />

Browser>Virtual Controls>Virtual Keyboard.<br />

This will give you click access to the <strong>Ion</strong> hardkeys on the CIA. The browser and parameter display<br />

will be hidden from view while the virtual keyboard is open. To close the virtual keyboard, press the<br />

[Displays] button.<br />

3 System Basics 29


Direct Selects<br />

<strong>Ion</strong> gives you the option of opening direct select modules on the monitors.<br />

To open the direct selects on a monitor:<br />

Step 1: Go to Browser>Virtual Controls>5 x 10 Direct Select Module. A window will open<br />

in the CIA displaying your monitor placement options for the module.<br />

Step 2: Click the placement option in the CIA in which you want the module to appear.<br />

To close the direct selects on a monitor:<br />

Step 1: Go to Browser>Virtual Controls>Close Module. The placement screen will appear<br />

again in the CIA.<br />

Step 2: Click the placement of the module you wish to close. The module will be removed.<br />

For information on populating direct selects see Organizing the Direct Selects below.<br />

Slider Module<br />

If you prefer to have faders available to you, the monitors can be populated with virtual faders,<br />

called slider modules.<br />

To open the slider module on a monitor:<br />

Step 1: Go to Browser>Virtual Controls>Slider Module. A window will open in the CIA<br />

displaying your monitor placement options for the module.<br />

Step 2: Click the placement option in the CIA in which you want the module to appear.<br />

To close the slider module on a monitor:<br />

Step 1: Go to Browser>Virtual Controls>Close Module. The placement screen will appear<br />

again in the CIA.<br />

Step 2: Click the placement of the module you wish to close. The module will be removed.<br />

Organizing the Direct Selects<br />

You have considerable flexibility in how you organize the direct selects. They may be arranged to<br />

display one of several different types of data.<br />

To choose which information to view:<br />

Step 1: Click the {Select} button for any block of direct selects. You will be offered the<br />

following choices to view: Channels, Groups, Intensity Palettes, Focus Palettes,<br />

Color Palettes, Beam Palettes, Presets, Macros, and Effects.<br />

Step 2: Click the button for the data you wish to view and the associated direct selects will<br />

populate with any recorded information of that type. If there is no recorded information<br />

of that type the block of buttons will remain empty but will populate with data of that<br />

type as associated record targets are stored.<br />

Step 3: You may also click {Select} again, without choosing any option, to return to the<br />

previous state.<br />

You can increase or decrease the size of any set of direct selects by pressing the {20/50} button,<br />

which will change the display between one set of 50 buttons and two sets of 20 buttons.<br />

30 <strong>Ion</strong> Operations Manual


Using Direct Selects<br />

Direct selects allow access to a number of controls, including a channel select display. If there are<br />

more items than can be viewed at once, you may view subsequent pages by using the page buttons<br />

({Page }, {Page }) by the direct selects.<br />

Selecting Channels with Direct Selects<br />

Channel direct selects are highlighted when selected. Channel selection is generally an additive<br />

process, if channels 1-5 are selected, pressing {Channel 6} adds channel 6 to the selection,<br />

leaving channels 1-5 also selected. Pressing {Channel 6} again will deselect the channel.<br />

If you have labeled channels in patch, those labels will be displayed above the channel number<br />

when viewing channels in the direct selects.<br />

It is possible to double hit a channel button. This selects that channel and deselects any previously<br />

selected channels.<br />

• {Channel 1} - adds channel 1 to currently selected channels, if not currently selected.<br />

• {Channel 1} {Channel 10} - adds channels 1 and 10 to currently selected channels.<br />

• {Channel 1} {Channel 1} - selects channel 1, deselects all other channels.<br />

• {Page } - pages direct selects down by one page.<br />

• {Page } - pages direct selects up by one page.<br />

3 System Basics 31


Clear Functions<br />

You can access the various clear options from the browser by selecting {Clear} from the main<br />

browser menu. The clear functions window will open in the CIA.<br />

From this menu you can select one of the available clear options by clicking on the desired button<br />

in the CIA. <strong>Ion</strong> will ask you for a confirmation before performing the selected clear. For {Clear<br />

Targets}, <strong>Ion</strong> will allow you to choose which record targets you want to clear.<br />

From the {Clear Targets} screen you can select which record targets you wish to clear. The buttons<br />

at the center of the CIA represent all of the record targets that you can choose to clear. By default<br />

all components are selected (gray) and will be cleared. To withhold any targets from being cleared,<br />

simply deselect them in the CIA by clicking the respective button.<br />

To reselect all targets, click the {Reset} button and all buttons will return to gray (selected). To stop<br />

the process, click the {Cancel} button.<br />

When you have selected or deselected all of the record targets you require, click {OK}.<br />

After clearing, the CIA will return to the browser. If you want to perform additional clear functions,<br />

you must select {Clear} from the browser again.<br />

To exit the clear functions screen without clearing, press the [Displays] key at any time or select a<br />

clear button and then select {Cancel} from the confirmation screen.<br />

32 <strong>Ion</strong> Operations Manual


Display Control and Navigation<br />

Opening and Closing Displays<br />

Displays can be opened and closed in different ways, depending on the display. Many displays are<br />

accessible from the browser, while other displays are accessible from the LCD softkeys. The blind<br />

displays of record targets (also called “lists”) can be quickly accessed by double pressing the record<br />

target button (for example, [Preset] [Preset] opens the preset list).<br />

From the browser<br />

Open and navigate the browser as described in Using the Browser, page 29. When you open a new<br />

display (such as the cue list index, group list, or patch), it will open on the primary display. If the<br />

display does not open to a monitor (such as setup or the browser) it will open in the CIA.<br />

Again, any time you wish to return to the browser, simply press [Displays].<br />

From the hardkeys<br />

You can open list views of any record target by double-pressing the key for the desired record<br />

target.<br />

From the LCD softkeys<br />

To open any displays accessible from the softkeys, press [Displays]. The softkeys will repaint to<br />

display:<br />

• Effect Status<br />

• Color Picker<br />

• Patch<br />

• Setup<br />

• Curves<br />

• Browser<br />

Any of these softkeys will open the associated display with a single press.<br />

Closing Displays<br />

To close any display:<br />

• Press the [Displays] key again to open a different display.<br />

• Press [Escape] to close the active display. The screen will return to live or blind.<br />

• Press [Live] or [Blind] to replace the display with the live/blind view.<br />

To close a display in the CIA, press the [Displays] key and the browser will reappear.<br />

3 System Basics 33


Swap Displays<br />

When using two monitors, you can swap displays between monitors by pressing the [Swap] key.<br />

Press it again to return to the original configuration.<br />

Scrolling within a Display<br />

By default the page keys will advance/retreat a display by one page per press. However, to scroll<br />

through displays you may press the [Scroll Lock] key on the keypad. The LED on the button<br />

illuminates red when in scroll lock mode.<br />

Scroll lock is a toggle state. When scroll lock is first pressed:<br />

• [Page ] - scrolls table, spreadsheet and channel views down,<br />

• [Page ] - scrolls table, spreadsheet and channel views up,<br />

• [Page ] - scrolls table and spreadsheet views right,<br />

• [Page ] - scrolls table and spreadsheet views left.<br />

Zooming Displays<br />

You may zoom in and out on displays. To do this, press and hold the [Format] button and scroll the<br />

Level Wheel to alter the display. Scrolling the wheel up zooms in. Scrolling the wheel down zooms<br />

out. Zooming the channel summary display when it is in 100 channel mode is not supported. You<br />

can also zoom using a wheel on a mouse.<br />

34 <strong>Ion</strong> Operations Manual


Graphical User Interface (GUI) Display Conventions<br />

<strong>Ion</strong> relies on many traditional <strong>ETC</strong> indicators which you may be familiar with, as well as some new<br />

ones. This section identifies the graphical and colorful conventions used in <strong>Ion</strong> to indicate<br />

conditions to you.<br />

Indicators in the Live/Blind Display<br />

This is the live/blind summary view.<br />

Note: The color and text conventions described below apply regardless of the format of<br />

live/blind being used (see Using [Format], page 43).<br />

Channel Number<br />

Straight line under<br />

channel heading<br />

Intensity data (I)<br />

Effect data<br />

No other parameter<br />

categories<br />

Wavy line under<br />

channel heading<br />

Intensity data (I)<br />

Focus data (F)<br />

Color data (C)<br />

Beam data (B)<br />

F, C, B icons<br />

when collapsed<br />

Conventionals<br />

Most of the channels in the above image are conventional<br />

channels (intensity is the only available parameter).<br />

Conventionals have a straight line beneath the channel<br />

number. They also display only the top field, intensity, as<br />

no other parameters are available on a conventional<br />

channel.<br />

Moving Lights or Multi-parameter Devices<br />

Several channels in the image are moving lights<br />

(possessing more parameters than just intensity).<br />

Moving light channels have a wavy line beneath the<br />

channel number as well as parameter category indicators<br />

at the bottom of the channel.<br />

This view also has additional data fields beneath intensity<br />

(F, C, B). This information can be suppressed by pressing<br />

and holding [Data] and any of the encoder paging keys<br />

(Focus, Color, Image, Shutter, or Form). Doing so will<br />

leave only the intensity field and FCB indicators at the<br />

bottom of the channel.<br />

3 System Basics 35


Color indicators<br />

<strong>Ion</strong> uses color to indicate the selection state and information about channel or parameter levels.<br />

Channel numbers/channel headers<br />

Selected<br />

Unselected<br />

• Gray number . . . . . . . . .Unpatched channel number.<br />

• White number . . . . . . . .Selected channel number.<br />

• Bright White number . .Channel is parked.<br />

• Gold number . . . . . . . . .Channel is captured.<br />

• Gold outline . . . . . . . . .Selected channel.<br />

• Number with no graphicDeleted channel.<br />

Channel or parameter levels<br />

• Red. . . . . . . . . . . . . . . . .Manual data (any data that has been set but not yet stored to<br />

an active cue or submaster).<br />

• Blue . . . . . . . . . . . . . . . .The intensity value is higher than in the previous cue.<br />

Non-intensity parameters (NPs) are in blue when any move<br />

instruction has occurred. Unmarked.<br />

• Green . . . . . . . . . . . . . . .The intensity value is lower than in the previous cue.<br />

Also used in reference marking to indicate a channel has just<br />

marked.<br />

• Magenta. . . . . . . . . . . . .In a mark cue, the recorded value is tracked, unchanged from<br />

a previous cue, or in a reference cue, that a stored mark is still<br />

intact.<br />

• White . . . . . . . . . . . . . . .The value is blocked.<br />

• White with an underscoreValue is autoblocked.<br />

• Gray . . . . . . . . . . . . . . . .Default or the value is a null value (from either {Make Null}<br />

or a filter). When nulled, a gray “n” appears next to the value.<br />

• Yellow . . . . . . . . . . . . . .Data set from a submaster.<br />

36 <strong>Ion</strong> Operations Manual


Text Indicators in live/blind<br />

Please note examples of text indicators in the following graphic:<br />

“B” “_” (underscore) “C” “I” “N” “A”<br />

“t”<br />

“Ph” “R” “M”<br />

“P” “+” “Pr” “Q 10/4” “CP2” “MK”<br />

Color conventions listed above apply to text indicators as well. Therefore red indicates a manual<br />

value that must be stored.<br />

Color conventions listed above apply to text indicators as well. Therefore red indicates a manual<br />

value that must be stored.<br />

• _ . . . . . . . . . . . . . . . . . . .Underlined value (white) indicates a system-applied block<br />

(also called an auto-block).<br />

• A. . . . . . . . . . . . . . . . . . .Indicates the channel or parameter is asserted.<br />

• B. . . . . . . . . . . . . . . . . . .Indicates the channel or parameter is manually blocked. This<br />

block must be stored.<br />

• C. . . . . . . . . . . . . . . . . . .Captured Channel<br />

• I . . . . . . . . . . . . . . . . . . .Channel is controlled by an inhibitive submaster or<br />

grandmaster. When displayed in the Block flag, “I” indicates<br />

a cue level intensity block.<br />

3 System Basics 37


• IP, CP, FP, BP . . . . . . . .Indicates that the value is referenced to a palette (Intensity,<br />

Color, Focus, or Beam). This text is followed by a number,<br />

indicating which palette is being referenced. This can be<br />

substituted with the palette label if the “Show Reference<br />

Label” setting is activated (see Show Reference Labels, page<br />

103). Holding down [Label] will toggle between the palette<br />

label and palette number.<br />

• MK . . . . . . . . . . . . . . . . .Indicates the channel is marked for a later cue. The cue<br />

number is indicated in the other categories (see “Q” below).<br />

• N. . . . . . . . . . . . . . . . . . .Indicates the value is null (from either {Make Null} or a filter).<br />

• P . . . . . . . . . . . . . . . . . . .Indicates the channel is parked.<br />

• Ph. . . . . . . . . . . . . . . . . .Indicates the channel is at a preheat level.<br />

• Pr . . . . . . . . . . . . . . . . . .Indicates that the value is referenced to a preset. This text is<br />

followed by a number, indicating which preset is being<br />

referenced. The preset label may also be shown if this setting<br />

is enabled (see Show Reference Labels, page 103). Holding<br />

down [Label] will toggle between the preset label and preset<br />

number.<br />

• Q. . . . . . . . . . . . . . . . . . .Found in the non-intensity categories of a marked channel.<br />

The “Q” is followed by a number indicating which cue the<br />

mark is in preparation for.<br />

• t . . . . . . . . . . . . . . . . . . .The channel has discrete (parameter/category-specific)<br />

timing.<br />

• + . . . . . . . . . . . . . . . . . . .Found in place of parameter data in summary view. Indicates<br />

that not all parameters in that category are at the same value.<br />

This indicator is found only in the summary view or in table<br />

views when the parameters are collapsed into a category<br />

view.<br />

• ! . . . . . . . . . . . . . . . . . . .Indicates an ACN or RDM error.<br />

The symbols that appear in the Mark flag include:<br />

• D. . . . . . . . . . . . . . . . . . .AutoMark is disabled.<br />

• R. . . . . . . . . . . . . . . . . . .Indicates a manual reference override. Manual changes have<br />

been made that override a previously stored reference (such<br />

as to a palette or preset). Once recorded, the reference will<br />

be broken. If updated, the referenced target will be updated<br />

as well, unless otherwise instructed.<br />

• M . . . . . . . . . . . . . . . . . .Indicates a mark is placed, but manual, and must be stored.<br />

Is blue when stored.”m” indicates cue is not marking.<br />

• + . . . . . . . . . . . . . . . . . . .Indicates a cue is both a marking and reference cue when<br />

displayed in the mark flag.<br />

• - . . . . . . . . . . . . . . . . . . .Indicates a dark move, a cue that has any non-intensity<br />

parameters moving on channels whose intensity is at 0.<br />

• x . . . . . . . . . . . . . . . . . .Indicates that a mark has been placed, but the mark is<br />

broken.<br />

38 <strong>Ion</strong> Operations Manual


[Data] Key<br />

Pressing and holding [Data] allows you to view the values behind any referenced or marked data.<br />

[Data] exposes the next lower reference level. So if you view a palette reference and press [Data],<br />

the absolute data will be displayed instead. If you are viewing a preset, absolute or palette data will<br />

be displayed, depending on what is contained in the preset.<br />

The [Data] key is also used in combination with the encoder paging keys to change the level of<br />

detail in summary and views, and to select parameters to view in spreadsheet modes.<br />

[Time] Key<br />

Pressing and holding [Time] allows you to view discrete timing data behind any channel parameter.<br />

[Time] exposes channel or parameter specific timing for any channels in the current cue. The first<br />

value is the delay time. If “--” is displayed, there is no delay. The value to the right of the / is the<br />

transition time.<br />

[Label] Key<br />

Pressing and holding [Label] toggles the view to show reference labels or numbers depending on<br />

what display setting is being used. See “Show Reference Labels” on page 103.<br />

3 System Basics 39


Using Flexichannel<br />

Flexichannel (use of the [Flexi] key) allows you to view only channels meeting a certain criteria in<br />

the live/blind display, therefore removing unwanted data from view. Flexichannel has several<br />

available states which include allowing you to view:<br />

• All channels<br />

• All patched channels<br />

• All show channels (any channels that have data stored in a cue or submaster)<br />

• Active channels (channels with intensity above zero or a move instruction)<br />

• Selected channels<br />

In flexi mode, any selected channels (including the last channel selection) are always included in<br />

the view. Gaps in channel numbers are indicated by a vertical line between the channels where a<br />

gap in numbering occurs.<br />

To change flexi modes in the live/blind display, press [Flexi] to cycle through the views listed above.<br />

When [Flexi] is held down, the softkeys change to represent all of the available flexi states. You can<br />

select the desired flexi view from those keys.<br />

[Next/Last] can be used to select the next or last channel in the current flexi mode.<br />

[Thru] can be used to view only channels in the current flexi mode (except for selected channels<br />

mode) as long as either the first or last channel in the [Thru] range is included in the current flexi<br />

mode. To include channels not in the current flexi mode, [Thru] [Thru] can be used.<br />

Flexichannel with Timing<br />

You may also engage a “Channels with Timing” flexichannel state by pressing [Time] & [Flexi].<br />

This will display all channels that have discrete timing in the current cue and will remove channels<br />

without discrete timing from view.<br />

You may still press [Time] to view the discrete time behind any parameter or category.<br />

The display will remain in this state until you disengage it by pressing [Time] & [Flexi] again.<br />

View Channels<br />

You may select specific channels to appear in another flexichannel state called “View Channels”.<br />

This state does not exist until you select channels to view. After view channels is activated, it will<br />

appear in the rotation of flexichannel states when [Flexi] is pressed.<br />

To select channels to view:<br />

Step 1: Select channels on the command line (do not press [Enter]).<br />

Step 2: Press and hold [Flexi].<br />

Step 3: Press {View Chans}. The “View Channels” flexi state will be created and the<br />

channels you selected will be visible in it.<br />

The channels you selected will be visible in this flexi state until you select other channels and press<br />

{View Chans} again. At any time, you can access the last channels you defined for this state by<br />

pressing [Flexi] until this state is visible.<br />

To redefine the selected channels in the state, simply follow the steps above again.<br />

40 <strong>Ion</strong> Operations Manual


Indicators in the Playback Status Display<br />

Indicates the timing for a<br />

category.<br />

Color indicators<br />

• Gold . . . . . . . . . . . . . . . .Any item (cue, list, page) highlighted in gold indicates<br />

“current”.<br />

Outlined in gold indicates “selected”.<br />

• Red. . . . . . . . . . . . . . . . .Cue fade is in progress (cue list area)<br />

Text indicators<br />

Indicates that timing has<br />

been applied but there is<br />

no move instruction.<br />

If blank, default time is<br />

used and there is no move<br />

instruction<br />

• + (see cue 6) . . . . . . . . .Indicates that there is discrete timing within the associated<br />

cue. Found in the cue display “Timing” area.<br />

• * (see cue 4) . . . . . . . . . .Indicates the cue has an allfade command. Found in the cue<br />

display “Flags” area.<br />

• A or a (see cues 3&4). . .Indicates an asserted cue. “A” indicates the entire cue is<br />

asserted. “a” indicates a channel or parameter assert only.<br />

Found in the cue display “Flags” area.<br />

• B or b (see cue 5). . . . . .Indicates a blocked cue. “B” indicates the entire cue is<br />

blocked. “b” indicates a channel/parameter block only. Found<br />

in the cue display “Flags” area.<br />

• F9 (see in cue 8) . . . . . .Indicates a follow time associated with the cue (in this case,<br />

9 seconds). Found in the cue display.<br />

3 System Basics 41


• H4 (see in cue 6) . . . . . .Indicates a hang time associated with the cue (in this case 4<br />

seconds). Found in the cue display.<br />

• I (see cue 9) . . . . . . . . . .Indicates an intensity blocked cue. Found in the cue display<br />

“Flags” area.<br />

• M or m . . . . . . . . . . . . . .Indicates a marked cue. “M” indicates an AutoMark or a<br />

reference mark that is used by a subsequent cue. “m”<br />

indicates a reference mark that is currently unused by any<br />

subsequent cue (see Using Mark, page 175). Found in the<br />

“Flags” area.<br />

• P (see in cue 3) . . . . . . .Indicates the cue will preheat. Found in the cue display<br />

“Flags” area.<br />

• R (see in cue 8) . . . . . . .Indicates the source cue which refers back to an earlier mark<br />

(see Referenced Marks, page 177).<br />

42 <strong>Ion</strong> Operations Manual


Using [Format]<br />

Some displays have multiple formats. When the display is first opened, it opens in its default view.<br />

The default view for Live/Blind is table view, with all parameter categories displayed. When the<br />

default format has been changed, those new settings will be used whenever the display is changed<br />

back to that format.<br />

Live and Blind share formatting. When you change from one format to another format, you are<br />

always working with the same format until you change it. The exception to this is spreadsheet,<br />

which is only available in blind. If you are working in blind spreadsheet, when you return to live you<br />

will be working with the table or summary view, based on which one you were last using.<br />

Summary View<br />

The summary view displays the largest number of channels of any of the formats. Below you can<br />

see channels 1-60 are shown. This format is best used to see large numbers of channels’ intensity<br />

data and/or parameter category data. Individual parameters are not visible in this view.<br />

FCB icons will appear at the bottom of the channel area for channels that have those parameters<br />

patched to them.<br />

When the summary view has been collapsed to show only intensity data, you may include focus,<br />

color, or beam data in the summary view by holding down the [Data] key and pressing any encoder<br />

paging key (located to the right of the LCD). This displays all categories.<br />

Channel numbers<br />

F, C, B data<br />

Intensity data<br />

3 System Basics 43


Table View<br />

Table view is available in live or blind. Unlike summary view, table view displays the fixture type<br />

associated with channels and details about each channel’s category or parameter levels.<br />

In live, table view displays all active channel data being output from <strong>Ion</strong>. In blind, it will display all<br />

data for a single record target (cue, preset, palette) depending on what is viewed. In table view,<br />

focus, color, and beam information can be viewed in either a summary of these three categories.<br />

To expand a category to show detail, press the [Data] or [Params] key and the associated<br />

parameter key. For example, [Data] [Color] will change the color category from a summary view to<br />

a detailed one. To collapse a category. press the [Data] or [Params] key and the associated<br />

parameter key. You cannot hide a category from view.<br />

When a category has been expanded, to hide or reveal only certain parameters, press and hold<br />

[Data] and then select the parameter buttons of the appropriate parameters in the CIA. The<br />

parameters will be displayed or suppressed depending on the current view.<br />

Notice that when you hold down the [Data] button, the buttons of parameters that are currently<br />

selected for viewing will be highlighted in the CIA.<br />

In the table view, a slight space is provided between fixture types, giving a clear delineation<br />

between them. The name of the fixture type is displayed at the top of the section for that fixture.<br />

Channels with only intensity parameters will display the same as in summary view.<br />

Expanded category Parameter data<br />

Fixture types<br />

Live Table View<br />

Summarized category<br />

Fixtures with only<br />

type-specific<br />

parameters displayed<br />

44 <strong>Ion</strong> Operations Manual


Spreadsheet (Blind Only)<br />

Spreadsheet format is available only in blind mode. It is useful for viewing channel data and trends<br />

for multiple cues, submasters, palettes, or presets at one time. Cues and other record targets are<br />

displayed on the vertical axis and channel data is visible on the horizontal axis.<br />

Since this is a blind-only view, changes made in this view are immediate and do not require a record<br />

or update.<br />

As with table view, spreadsheet format allows you to choose exactly which parameters you want to<br />

view. Parameters can be expanded/suppressed by holding [Data] and pressing the desired<br />

parameter buttons in the CIA. Category data is not available in spreadsheet, but you may hide all<br />

parameters of a specific category by holding [Data] and pressing the desired parameter category<br />

button (also called “encoder paging keys”). By default, the spreadsheet view displays just intensity.<br />

Cue numbers<br />

Channel number<br />

Parameters<br />

3 System Basics 45


Encoders<br />

The encoders are one of two ways to control the non-intensity parameters (NPs) of multipleparameter<br />

devices. The four encoders are identified by the encoder LCD, just beneath the<br />

encoders.<br />

Encoder Navigation<br />

Use the encoder page buttons (located to the upper right of the encoder LCD) to choose which<br />

parameters are currently available on the encoders. There are six readily usable buttons: [Focus],<br />

[Color], [Custom], [Form], [Image], and [Shutter]. Pressing any of these will change the<br />

parameters controlled by the encoders.<br />

Some fixtures have more parameters than can be displayed on one encoder page. The number of<br />

pages for each category is displayed at the right side of the encoder screen. To view the other<br />

pages, simply press the [Color], [Custom], [Shutter], [Image], or [Form] button to advance the<br />

pages. The number of pages is indicated in the LCD.<br />

Locking the Encoders<br />

It is possible to lock out the encoders. To lock out the encoders, press [Clear] & [Encoder Page<br />

Keys]. To unlock, press [Clear] & [Encoder Page Keys].<br />

Using Softkeys<br />

Some of the features and displays in <strong>Ion</strong> are accessible from the softkeys, which are located in the<br />

bottom right area of the LCD.<br />

Remember the use of the [Displays] button. This button offers softkeys that access the following<br />

displays:<br />

• Effect Status<br />

• Color Picker<br />

• Patch<br />

• Setup<br />

• Curves<br />

• Browser<br />

Each of these displays offers its own specific softkeys of relevance.<br />

Context Sensitive Softkeys<br />

Softkeys are context sensitive and will change depending on a number of factors including: the<br />

active display, the current command line, the active record target and so on. <strong>Ion</strong> always repaints the<br />

softkeys to coincide with your current action.<br />

To get the full use of features on your <strong>Ion</strong> system, be sure to familiarize yourself with the softkeys<br />

that become available as you program your show.<br />

Changing Softkey Pages<br />

When there are more relative softkeys than the six available softkey buttons, the LED in the [More<br />

SK] button will light. Press [More SK] to view the additional softkeys.<br />

46 <strong>Ion</strong> Operations Manual


Chapter 4<br />

Managing Show Files<br />

This chapter explains how to create, open, and save your show files. Each of these operations are<br />

accomplished through the browser area in the CIA.<br />

This chapter contains the following sections:<br />

• Create a New Show File. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48<br />

• Open an Existing Show File . . . . . . . . . . . . . . . . . . . . . . . . . .48<br />

• Merging Show Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52<br />

• Printing a Show File. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53<br />

• Saving the Current Show File . . . . . . . . . . . . . . . . . . . . . . . . .55<br />

• Using Save As . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55<br />

• Importing Show Files. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56<br />

• Exporting a Show File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56<br />

• Deleting a File. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57<br />

4 Managing Show Files 47


Create a New Show File<br />

To create a new show file, navigate within the browser to: File> New> and press [Select].<br />

You will be prompted for confirmation that you want to create a new show. Press {OK} to confirm or<br />

{Cancel} to discontinue the operation. {Patch 1to1} will be selected by default. If you wish to not<br />

have a 1 to 1 patch, deselect the {Patch 1to1} button and click {Ok}.<br />

A new show created with {Patch 1to1} selected will have a 1 to 1 patch and 1 to 1 channel to sub<br />

assignment.<br />

Show File Names<br />

Names of show files may appear in the browser list in normal text or in bold text. Files in normal<br />

text indicate that there is only one show file stored by that name.<br />

Bold show names indicate that there are several versions of the show file stored under that name,<br />

the bold one being the most recent. To access the most recent show file, simply select the bold<br />

name. You may right arrow [] from the bold name to expand a list of previous versions beneath it<br />

in the browser. Select the desired show from the expanded list.<br />

Open an Existing Show File<br />

To open an existing <strong>Ion</strong> show file, navigate within the browser to: File> Open> and press [Select].<br />

<strong>Ion</strong> provides you with multiple locations to retrieve an <strong>Ion</strong> show file (.esf) including:<br />

• Show File Archive - This is the default storage location for show files when a show file is<br />

created and saved. Folders are automatically created to store older versions of a show file.<br />

This allows you the ability to open the latest version or an earlier version of a show file if<br />

desired.<br />

• File server - if one is connected. When there is no file server connected, it will not display in<br />

the browser.<br />

• USB (E:) device - When a USB device is connected and an <strong>Ion</strong> show file (.esf) is available on<br />

the device, you will notice the USB is displayed in white text and is expandable. When the USB<br />

device is connected and no <strong>Ion</strong> show file is loaded on the device, you will notice the USB (F:)<br />

is displayed in a grey color and is not selectable.<br />

Open the desired location:<br />

• To open a show file from the Show File Archive, navigate within the browser to: File> Open><br />

Show File Archive and press [Select].<br />

• To open a show file from the file server, navigate within the browser to: File > Open> File<br />

Server> and press [Select].<br />

• To open a show file from a USB device, navigate within the browser to: File> Open> USB (E:)<br />

and press [Select].<br />

48 <strong>Ion</strong> Operations Manual


Select the specific show file<br />

• Navigate within the specified storage location and select the show file you wish to open, press<br />

[Select].<br />

• If the selected show has multiple time stamps, navigate to the desired revision and press<br />

[Select].<br />

This will open the partial show loading screen in the CIA.<br />

From this screen you can select which components of the show file you wish to load. The buttons<br />

at the center of the CIA represent all of the show components that you can choose to load. By<br />

default all components are selected (gray) and will be loaded. To withhold any show components<br />

from loading, simply deselect them in the CIA by clicking the respective button.<br />

To reselect all show components, click the {Reset} button and all buttons will return to gray<br />

(selected). To stop the show load process, click the {Cancel} button.<br />

When you have selected or deselected all of the show components you require, click {OK}.<br />

<strong>Ion</strong> loads the selected show to the console.<br />

4 Managing Show Files 49


Selective Partial Show Opening<br />

If you select the {Advanced} button in the partial show opening screen, you will have the<br />

opportunity to load partial components from the show file and be able to specify the desired location<br />

of those partial components in the new show file.<br />

CAUTION:<br />

On a partial show open, if any record targets are not opened, any existing data of<br />

that type will be cleared from the console.To merge show data, merge should be<br />

used. See “Merging Show Files” on page 52.<br />

For example, you could specify only cues 5-10 from cue list 2 and load them as cues 20-25 in cue<br />

list 7 in the new show. You could also specify only specific palettes, presets, effects, and so on. To<br />

see the complete list of show components, press the {Advanced} key in the partial show loading<br />

screen.<br />

Selected Show Components<br />

As you specify components, they are added to a table in the CIA. In the table, fields with a dark<br />

background may be edited, fields with a light gray background do not apply to that component. For<br />

each component in the list, you can specify the desired range by clicking in the proper area in the<br />

table and entering numbers from the keypad. The columns in the table are:<br />

• List - The list you are taking data from (such as a cue list).<br />

• List Target - The list you are adding the data to.<br />

• Start - The first in a range of components (such as a range of cues).<br />

• End - The last in a range of components.<br />

• Target - The desired location of the components in the new show file (for ranges, this<br />

will be the location in the new show of the first component in the range, the others will<br />

follow in order).<br />

50 <strong>Ion</strong> Operations Manual


To open only partial components from a show file:<br />

Step 1: From the browser, navigate to the desired show file (see Open the desired location:,<br />

page 48).<br />

Step 2: When the partial show load screen appears, click the {Advanced} button. The partial<br />

components selection screen will appear in the CIA.<br />

Step 3: Select the show components that you wish to load by clicking on their respective<br />

buttons on the left side of the CIA. The components will appear in the list to the right<br />

as you select them.<br />

Step 4: Click any fields for which you want to enter specific numbers. The field (if editable) will<br />

highlight in gold.<br />

Step 5: Enter the numbers using the keypad to specify the desired cues/groups/effects and so<br />

on.<br />

Step 6: Click {OK} to load the components to the new show.<br />

You may exit the partial show load screen at any time by clicking the {Cancel} button. This will<br />

return you to the browser.<br />

You may clear all selected components from the table at any time by clicking the {Reset} button.<br />

You may exit the advanced loading screen at any time by clicking the {Advanced} button. This will<br />

return you to the general partial show load screen.<br />

4 Managing Show Files 51


Merging Show Files<br />

<strong>Ion</strong> supports the merging of .esf show files.<br />

Note:<br />

Merging show files is different from opening show files. When you do a partial<br />

open of show components, untouched record targets are cleared. When you do a<br />

merge, those record targets remain.<br />

You have the option of merging .esf show files from the Show File Archive, a File Server (if<br />

connected), or a USB device.<br />

To merge a show file, navigate within the Browser to: File> Merge>. Navigate to the desired<br />

storage location and press [Select]. When using merge, <strong>Ion</strong> displays only the available files.<br />

Navigate to the specific file and press [Select].<br />

This will open the merge screen in the CIA. From this screen you can choose which aspects of the<br />

show file you want to merge. By default all aspects are unselected (black). Selected show aspects<br />

will appear in gray.<br />

If you select the {Advanced} button in the merge show loading screen, you will have the<br />

opportunity to load partial components from the show file and be able to specify the desired location<br />

of those partial components in the current show file.<br />

For example, you could specify only cues 5-10 from cue list 8 and load them as cues 20-25 in cue<br />

list 7 in the new show. You could also specify only specific palettes, presets, effects, and so on. To<br />

see the complete list of show components, press the {Advanced} key in the merge show loading<br />

screen.<br />

Selected Show Components<br />

As you specify components, they are added to a table in the CIA. In the table, fields with a dark<br />

background may be edited, fields with a light gray background do not apply to that component. For<br />

each component in the list, you can specify the desired range by pressing the proper area in the<br />

table and entering numbers from the keypad. The columns in the table are:<br />

• List - The list you are taking data from (such as a cue list).<br />

• List Target - The list you are adding the data to.<br />

• Start - The first in a range of components (such as a range of cues).<br />

• End - The last in a range of components.<br />

• Target - The desired location of the components in the new show file (for ranges, this<br />

will be the location in the new show of the first component in the range, the others will<br />

follow in order).<br />

52 <strong>Ion</strong> Operations Manual


To merge only partial components:<br />

Step 1: From the browser, navigate to the desired show file (see Open the desired location:,<br />

page 48).<br />

Step 2: When the merge show load screen appears, press the {Advanced} button. The<br />

partial components selection screen will appear in the CIA.<br />

Step 3: Select the show components that you wish to merge by pressing on their respective<br />

buttons on the left side of the CIA. The components will appear in the list to the right<br />

as you select them.<br />

Step 4: Press any fields for which you want to enter specific numbers. The field (if editable)<br />

will highlight in gold.<br />

Step 5: Enter the numbers using the keypad to specify the desired cues/groups/effects and so<br />

on.<br />

Step 6: Press {OK} to load the components to the current show.<br />

Printing a Show File<br />

<strong>Ion</strong> provides you with the ability to save a show file or aspects from a show file to a PDF file for<br />

printing. <strong>Ion</strong> has three locations to save the PDF files including the Show File Archive, the File<br />

Server (if connected), or a USB device (if connected). Saving the PDF file to a USB (F:) device,<br />

allows you to then print the PDF from a personal computer. Printing directly from <strong>Ion</strong> is not<br />

supported. To save a PDF of an <strong>Ion</strong> show file, navigate within the browser to: File> Print> and<br />

press [Select].<br />

This will open the printing screen in the CIA. From this screen you can choose which aspects of the<br />

show file you want to save to PDF. By default all aspects are selected (gray) and will be saved. To<br />

withhold any show aspects from printing, simply deselect them in the CIA by touching the<br />

respective button. Deselected show aspects will appear in black.<br />

4 Managing Show Files 53


To reselect all show aspects, press the {Reset} touchbutton and all buttons will return to gray<br />

(selected). To stop the show file from being saved to a PDF and return to the browser, press the<br />

{Cancel} button. When you have selected/deselected all of the show aspects you require, press<br />

the {Ok} touchbutton to create the PDF file.<br />

You can also choose to print specific portions of show aspects. To select this information, press the<br />

{Advanced} button. The touchbuttons at the center of the CIA will again represent all of the show<br />

aspects that you can choose. By default all aspects will be deselected (black).<br />

Selected Show Component<br />

As you select aspects, they will be added to the table in the CIA. For each component in the list, you<br />

can specify the desired range by pressing the proper area in the table and entering numbers from<br />

the keypad. The columns in the table are:<br />

• List - The list you are taking data from (such as a cue list).<br />

• Start - The first in a range of components (such as a range of cues).<br />

• End - The last in a range of components.<br />

To deselect all show aspects, press the {Reset} touchbutton and all buttons will return to black<br />

(deselected).<br />

To return to the main print screen, press the {Advanced} button. To stop the show file from being<br />

saved to a PDF file and return to the browser, press the {Cancel} button. If you are ready to save<br />

the file, press the {Ok} button. You will be prompted to name the file.<br />

The PDF will have the show name, date and time it was created, and date and times for when the<br />

show file was last saved. It also gives the <strong>Ion</strong> software version information. If multiple aspects were<br />

selected to save to the file, there will be hyperlinks at the top of the PDF so you can quickly jump to<br />

a section.<br />

54 <strong>Ion</strong> Operations Manual


Saving the Current Show File<br />

To save the current show data, navigate within the browser to: File> Save> and press [Select].<br />

The Show File Archive is the default storage location for show files when they are saved. The new<br />

time stamp located beneath the show file name on the CIA indicates that the show file has been<br />

saved.<br />

All previous saves are stored in the Show File Archive with the time stamp following the file name.<br />

Using Quick Save<br />

To save the current show data to the hard drive without having to navigate to the browser, hold<br />

down [Update] and press [Select].<br />

Using Save As<br />

To save an existing <strong>Ion</strong> show file to a different location or with a different name, navigate within the<br />

browser to: File> Save As> and press [Select].<br />

<strong>Ion</strong> provides you with three locations to save an <strong>Ion</strong> show file (.esf) including the Show File Archive,<br />

the File Server (if connected) or a USB device (if connected).<br />

Navigate to the desired storage location and press [Select]. When using “Save As” to save the<br />

show file to a specific location, the alphanumeric keypad will display on the CIA. Name the show file<br />

and press [Enter]. The show file will be saved in the specified location with the show file name you<br />

entered with a time stamp suffix.<br />

By default, the current show file name will be used. Press [Clear] until this is removed. When<br />

saving from an untitled show file, the default name will be “showfile”.<br />

4 Managing Show Files 55


Importing Show Files<br />

<strong>Ion</strong> supports the import of standard USITT ASCII, Light Wright, and .esf show files.<br />

Note:<br />

CAUTION:<br />

You have the option of importing standard USITT ASCII (.asc) or Light Wright (.txt or .asc) from the<br />

Show File Archive, a File Server (if connected), or a USB device.<br />

To import a show file, navigate within the Browser to: File> Import> (Type of file to import) and<br />

press [Select]. If you are importing an USITT ASCII file, you will have two options, Import as Library<br />

Fixtures or Import As Custom Fixtures. Import as Library Fixtures will allow <strong>Ion</strong> to try to match the<br />

fixtures in the file with fixtures in the <strong>Ion</strong> library. Import as Custom Fixtures will bring the fixtures in<br />

as they are in the file. It is recommended to use Import as Custom Fixtures.<br />

Navigate to the desired storage location and press [Select]. When using import, <strong>Ion</strong> displays only<br />

the available files. Navigate to the specific file and press [Select].<br />

Exporting a Show File<br />

<strong>Ion</strong> supports ASCII show file import from a number of other control consoles,<br />

including the Obsession, Expression and Emphasis product lines, as well as the<br />

Strand 300 Series. Please note that all show files must be saved in an ASCII<br />

format prior to importing them into <strong>Ion</strong>.<br />

The way data is stored and used is often different between different consoles.<br />

Imported data may not playback exactly the same between consoles.<br />

Export your <strong>Ion</strong> show file to a a standard USITT ASCII, .csv, Focus Track, or Fast Focus Pro show<br />

file using the export feature.<br />

To export your <strong>Ion</strong> show file in ASCII format, navigate within the browser to: File> Export> and<br />

press [Select]<br />

You have the option of exporting your show file in ASCII format to the Show File Archive, to a File<br />

Server (if connected), or to a USB device.<br />

Navigate to the desired storage location and press [Select]. The alphanumeric keypad will display<br />

on the CIA. Name the show file and press [Enter]. The file will be saved in the specified location<br />

with the file name you entered with a “.asc” file extension.<br />

You can export <strong>Ion</strong> show files as a .csv format by navigating within the browser to: File> Export><br />

CSV and select the location for the export, the Show File Archive, a File Server (if connected), or to<br />

a USB device.<br />

Files can also be exported as in a Focus Track or Fast Focus Pro format by going to File> Export><br />

Fast Focus Pro or Focus Track and select the location for the export, the Show File Archive, a File<br />

Server (if connected), or to a USB device.<br />

56 <strong>Ion</strong> Operations Manual


Deleting a File<br />

<strong>Ion</strong> provides you with the ability to delete show files from the Show File Archive and the File Server<br />

from within the browser.<br />

To Delete a Show File<br />

Navigate within the browser to: File> Open and press [Select]. Navigate to the desired show file<br />

and press [Delete]. Press [Enter] to confirm or any other key to abort the deletion process.<br />

File Manager<br />

<strong>Ion</strong> has a file manager, which provides a way to manage show files. See “File Manager” on<br />

page 303.<br />

4 Managing Show Files 57


58 <strong>Ion</strong> Operations Manual


Chapter 5<br />

Patch<br />

The Patch is where patching data is stored and can be viewed using the patch display. Once a<br />

channel is patched to an output, and the output is connected to a device (for example a dimmer,<br />

moving light, or accessory), the channel will then control that device.<br />

This chapter contains the following sections:<br />

• Displays . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61<br />

• Create and Edit Patch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63<br />

• Patching a Dimmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64<br />

• Patching Moving Lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66<br />

• Display Pages in Patch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68<br />

• Using the Scroller/Wheel Picker and Editor . . . . . . . . . . . . .74<br />

• Calibrating a Scroller. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78<br />

• Changing the Patch View . . . . . . . . . . . . . . . . . . . . . . . . . . . .61<br />

• Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80<br />

• Deleting Channels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80<br />

• Fixture Creator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81<br />

• Update Library . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85<br />

5 Patch 59


About Patch<br />

<strong>Ion</strong> treats fixtures and channels as one and the same, meaning each fixture is assigned a single<br />

control channel number. Individual parameters of that fixture, such as intensity, pan, tilt, zoom, or<br />

iris are also associated with that same channel number but as additional lines of channel<br />

information.<br />

You are required to enter only the simplest data to patch a device and begin programming your<br />

show, such as the channel number, the device type (if needed), and address. When you provide<br />

more information in the patch, you will have more detailed control and improved function during<br />

operation.<br />

One or more devices may be patched to a single channel. For example you may want to patch a<br />

group of dimmers to the same channel. In addition you may patch multiple devices to the same<br />

channel for building a compound or accessorized fixtures. For example a Source Four ® with a color<br />

scroller and a gobo changer may be patched to a single channel. This is referred to as a compound<br />

channel.<br />

<strong>Ion</strong> also allows you to create and edit the patch from the encoders and LCD. For details on this<br />

method, see Patch Channels from the Encoder LCD, page 73.<br />

When you open a new show file, <strong>Ion</strong> gives you the option of creating a 1-to-1 patch. This means that<br />

the patch will automatically have channel 1 patched to output 1, channel 2 to output 2, and so on up<br />

to the maximum channel count of your console.<br />

Clearing the Patch<br />

You can clear the patch entirely by accessing the clear functions from the browser. Select {Clear}<br />

from the main browser menu. The clear functions window will open in the CIA.<br />

To clear the patch, click {Clear Patch}. A confirmation is required before the patch will be cleared.<br />

To exit the clear functions screen without clearing, press the [Displays] key at any time or select a<br />

clear button and then select {Cancel} from the confirmation screen.<br />

60 <strong>Ion</strong> Operations Manual


Displays<br />

To begin patching your show, you must first open the patch display.<br />

To open the patch display:<br />

Step 1: Press the [Displays] button.<br />

Step 2: Select the {Patch} softkey on the <strong>Ion</strong> LCD screen.<br />

The patch display will open on the primary display and the CIA will display the patch controls.<br />

Changing the Patch View<br />

By default, patch is displayed in a sequential channel view. While in the channel patch view, any<br />

numeric entry from the keypad is assumed to be a channel.<br />

Channel View<br />

Note:<br />

It is recommended that you use the patch by channel display when working with<br />

moving lights or other multi-parameter devices.<br />

By default, the patch display lists channels on the X axis and device attributes on the Y axis. In this<br />

view the channels are sorted numerically with the address in the second column. In the “patch by<br />

channel” display, the command line entry defaults to selecting channels. To specify an address in<br />

this mode, use the {Address} field shown in the CIA or press [At] after the channel entry.<br />

5 Patch 61


Address View<br />

You can change the patch display to sort by DMX address by pressing [Format]. The channel<br />

number is now indicated in the second column and the command line changes its default entry to<br />

“Address.” To specify a channel in this mode, use the {Channel} field shown in the CIA or press<br />

[At] after the address entry.<br />

While in address patch view, any numeric entry from the keypad is assumed to be an output<br />

address.<br />

As it is possible to patch by either output address or port/offset, pressing the [Data] key will toggle<br />

the display to show the alternate output information.<br />

62 <strong>Ion</strong> Operations Manual


Create and Edit Patch<br />

Select Channel, Set Device Type, and Output Address<br />

Each field identified in the patch display is also displayed in the CIA as a button. You can select the<br />

fields using the page arrow keys (with “scroll lock” engaged) and edit them using the control keypad<br />

or from the CIA buttons.<br />

Selecting Channels<br />

You may select channels for patching and editing using the keypad or direct selects.<br />

Keypad<br />

Channels may be selected in all of the same methods as defined in Selecting Channels, page 108.<br />

When channels are selected, the patch display will show those channels and highlighted in gold.<br />

After selecting the channel or group of channels, you may set each of the attributes beginning with<br />

the device type, followed by the starting address. See “{Patch} Display and Settings” on page 68.<br />

Note:<br />

Status in the Patch Display<br />

When patching conventional dimmers, it is not necessary to specify the device<br />

type. “Dimmer” is assumed.<br />

The first column in the patch display will advise you when a channel requires your attention.<br />

• “!” is displayed next to a channel number to indicate there is a dimmer feedback error.<br />

Helpful hints:<br />

• [At] [Next] [Enter] - finds the next available address range large enough to accomodate the<br />

selected device<br />

• [At] [2] [/] [Next] [Enter] - finds the next available address range on universe 2.<br />

• [At] [7] [7] [7] [Next] [Enter] - finds the next available address after 777.<br />

• [At] [/] [9] [Enter] - patches address 9 on the same universe that was last used.<br />

5 Patch 63


Patching a Dimmer<br />

Tutorial<br />

Note:<br />

Step 1: To patch a dimmer you must first open the patch display. You may open the patch<br />

display from the browser or by pressing [Displays]>{Patch}.<br />

Step 2: Enter a channel number from the control keypad.<br />

• When typing any number from the control keypad, and patch is in default<br />

channel mode, channel is assumed and is placed on the command line.<br />

Alternatively, when patch is in address mode, address is assumed and is placed<br />

on the command line. Channel mode and address mode are toggled using the<br />

[Format] key in the patch display.<br />

• You can also use the [+], [-] and [Thru] keys to make your channel selection.<br />

• [1] [Thru] [5] [0] [At] [1] [Enter] patches channels 1 through 50 to addresses 1<br />

through 50 sequentially.<br />

Step 3: Enter the DMX address or addresses.<br />

• You may press [At] and enter the DMX address using the control keypad. The<br />

DMX address may be entered in standard format ([1] [0] [2] [5] [Enter]) or by<br />

using port and offset ([3] [/] [1] [Enter]).<br />

• Multiple addresses may be patched to a channel in a single command. For<br />

example, [1] [0] [At] [1] [0] [5] [+] [2] [0] [5] [+] [3] [0] [5] [Enter] would patch<br />

channel 10 to address 105, 205, and 305. When more than one device is<br />

patched to a channel, <strong>Ion</strong> automatically creates parts for each device. This is<br />

used if you need to access an address directly in the patch-by-channel display.<br />

Step 4: To select a device interface (optional), click {Interface}.<br />

• This displays up to six buttons labeled {ACN}, {EDMX}, {ArtNet}, {Avab UDP},<br />

{DMX}, and {Default}. Select an interface for the selected device. Once your<br />

selection is made, the command line will populate with the selected interfaces<br />

and terminate. If left blank, the {Default} is used as selected in the {Network}<br />

section of the ECU. See “Protocols” on page 299.<br />

Step 5: To label the channel press the [Label] key and enter the desired text on the<br />

alphnumeric keyboard.<br />

Step 6: Press {Attributes} to assign any of the following (see {Attribute} Display and<br />

Settings, page 70):<br />

• a proportional patch<br />

• a curve<br />

• a preheat setting<br />

Step 7: Select the {Database} softkey to specify notes and keyword text related to the<br />

selected channel for reference and future queries.<br />

• Clicking the {Notes} or a {Text} fields opens the virtual PC keyboard on the<br />

CIA. Pressing [Enter] returns the CIA to the database page.<br />

If you create several addresses with multiple parts, you can select the same part for multiple<br />

channels by selecting a channel range and using the {Part} key:<br />

• [5] [Thru] [9] [Part] [2] [Enter] - selects only part 2 of channels 5-9.<br />

64 <strong>Ion</strong> Operations Manual


Dimmer Doubling<br />

You can patch channels in <strong>Ion</strong> to accomodate for dimmer doubling with Sensor+ dimmer racks. This<br />

is done using the softkeys available in patch ({No Dim Dbl}, {A}, and {B}).<br />

For Example:<br />

Let’s assume you patch 96 channels of dimmers to addresses 1-96.<br />

• [1] [Thru] [9] [6] [At] [1] [Enter]<br />

Now you wish to dimmer double 1-12 of your Sensor+ rack and you want these to be<br />

channels 97-108. To patch this, press:<br />

• [9] [7] [Thru] [1] [0] [8] [At] [1] {B} [Enter]<br />

Channels 97-108 are patched to address 1-12 B, while channels 1-12 are now patched to<br />

address 1-12 A.<br />

To remove the dimmer doubling from these addresses, you must first press [Format] to<br />

enter Address mode and then press:<br />

• [1] [Thru] [1] [2] {NoDimDbl} [Enter]<br />

Addresses 1-12 have been returned to single dimmer modes and channels 97-108 are now<br />

deleted.<br />

By default, doubled dimmers start with an offset DMX address value of 20000. Therefore, in the<br />

above example, address 1B (channel 97) is actually controlled by DMX address 20001. Address 2B<br />

is actually controlled by DMX address 20002 and so on. This offset matches the default offset in<br />

CEM+ when configuring your Sensor+ dimmer rack for dimmer doubling. To change the default<br />

offset value, see Show Settings, page 95.<br />

Moving and Copying Channels<br />

Channels can be moved from one location to another within patch.<br />

• [1] [Copy To] [Copy To] [7] [Enter]<br />

The second press of the [Copy To] key changes the command into a “Move To”.<br />

This syntax will move the patch information for channel 1 to the patch for channel 3. All data in the<br />

show file that was stored at channel 1 is also move to channel 3.<br />

To copy a channel to another location within patch:<br />

• [1] [Copy To] [2] [Enter]<br />

To copy a channel to another location within patch and all record targets in the show:<br />

• [1] [Copy To] [2] {Entire Show} [Enter]<br />

Unpatch a Channel<br />

To unpatch a channel while in patch you can press:<br />

• [n] [At] [0] [Enter]<br />

Unpatched channels can still be manipulated and can have data stored for them, but they do not<br />

output any information (as they are unpatched).<br />

Replace<br />

By default, if you patch an address to a channel that is already patched, Eos will create a new part<br />

for the new address. If you want to replace the current address with the new, use {Replace}:<br />

• [n] {Replace} [n] [Enter] - replaces the address in part 1 of the selected channel.<br />

5 Patch 65


Patching Moving Lights<br />

The process of patching moving lights requires more detail than patching a dimmer. Specific<br />

information is required for more advanced control of the features offered by moving lights.<br />

Tutorial<br />

Note:<br />

Note:<br />

Step 1: To patch a moving light you must first open the patch display. You may open the patch<br />

display from the browser or by pressing [Displays]>{Patch}.<br />

Step 2: Enter a channel number or multiple numbers from the control keypad.<br />

• When typing any number from the control keypad, and patch is in default<br />

channel mode, channel is assumed and is placed on the command line. You<br />

can use the [+], [-] and [Thru] keys to make your channel selection.<br />

For example: [1] [0] [1] [Thru] [1] [1] [0]<br />

Alternatively, when patch is in address mode, DMX address is assumed and is<br />

placed on the command line. Channel mode and address mode are toggled using<br />

the [Format] key in the patch display.<br />

Step 3: Click the {Type} button in the CIA.<br />

Step 4: Select a device type from the fixture library.<br />

a: Press {Manfctr} from the CIA to display the fixture library. The two columns<br />

on the left are pagable and show manufacturer names.<br />

b: Use the arrow buttons to scroll the list of manufacturers. Selecting a<br />

manufacturer repaints the device columns with all devices from that<br />

manufacturer that are available for patching.<br />

c: Scroll through the device list and make your selection. After the selection is<br />

made, the fixture or device type will be placed on the command line after the<br />

channel number and displayed in the box beneath the {Type} button.<br />

Notice the two softkeys {Show Favorites} and {Manfctr} located beneath the<br />

CIA.<br />

These softkeys provide you with the option of showing only the library of fixtures/<br />

devices that are already patched in the show and your favorites/ Eos default<br />

devices, {Show Favorites} or all fixtures/devices available in the library sorted by<br />

manufacturer {Manfctr}.<br />

Step 5: Enter a starting address for the selected channel or group of channels.<br />

• Press [At] and enter the address using the control keypad. The address may be<br />

entered in standard format ([1] [0] [2] [5]) or by using port and offset ([3] [/] [1]).<br />

66 <strong>Ion</strong> Operations Manual


Step 6: To select a device interface (optional), click {Interface}.<br />

• This displays up to six buttons labeled {ACN}, {EDMX}, {ArtNet}, {Avab UDP},<br />

{DMX}, and {Default}. Select an interface for the selected device. Once your<br />

selection is made, the command line will populate with the selected interfaces<br />

and terminate. If left blank, the {Default} is used as selected in the {Network}<br />

section of the ECU.<br />

Step 7: Select the {Attributes} softkey to set detailed moving light attributes.<br />

• The following buttons may be available on this page: {Invert Pan} and {Invert<br />

Tilt}, {Swap}, {Scroller}, {Gobo Wheel}, {Color Wheel}, {Preheat},<br />

{Proportion}, and {Curve}.<br />

• If your moving light includes parameters such as a color scroller or gobo<br />

wheel and you have custom gels or non-standard patterns installed, use the<br />

Scroller/Wheel Picker and the Editor to modify the device patched (See<br />

Using the Scroller/Wheel Picker and Editor, page 74). The more specific your<br />

patch data (including accurate colors and patterns) the more detailed<br />

programming and operating will be.<br />

Step 8: Select the {Database} softkey to specify notes and keyword text related to your<br />

selected channel for reference and future queries.<br />

• Clicking the {Notes} or {Text} button opens the virtual PC keyboard on the CIA.<br />

Clicking [Enter] returns the CIA to the database page.<br />

Patching a Compound Channel<br />

A compound channel consists of any channel that controls more than one device. It can consist of<br />

mutliple dimmers patched to the same channel or accessories patched to a channel (such as a<br />

fixture with a color scroller, a fixture with a gobo wheel, and so on). By default, <strong>Ion</strong> will add a part if<br />

you are trying to patch to a channel that has already been assigned an address.<br />

To patch a compound channel in channel format:<br />

• [9] [At] [5] [4] [0]<br />

Assuming that channel 9 is already patched to an address, this will create a part 2 and<br />

address it at output 540.<br />

• [8] [Part] [2] [At] [5] [1] [3]<br />

This will create a part 2 for channel 8 and address it at output 513. If you wish to patch by<br />

address while in the channel view, press:<br />

• {Address} [5] [1] [3] [At] [8] [Enter]<br />

This will perform the same action as the previous example, assuming channel 8 was<br />

previously patched to an address.<br />

To patch a compound channel in address format:<br />

• [5] [1] [3] [At] [8] [Enter]<br />

This will perform the same action as the previous example, assuming channel 8 was<br />

previously patched to an address.<br />

CAUTION:<br />

Note:<br />

It is recommended that you do not patch more than one multiple-parameter device<br />

(such as moving lights) to the same channel. Doing so can cause extreme<br />

difficulty in controlling the devices.<br />

If at any point you try to patch an address that is already in use, <strong>Ion</strong> will post an<br />

advisory to indicate this, preventing you from duplicating addresses in your patch.<br />

5 Patch 67


Display Pages in Patch<br />

Softkeys available for use while in patch include {Patch}, {Attributes}, and {Database}. Pressing<br />

any of these softkeys opens a paged view of the patch display and redraws the CIA to an expanded<br />

view of fields related to the selected page.<br />

When creating and editing your patch, page through each of these softkeys individually to enter<br />

more specific data about your selected device.<br />

{Patch} Display and Settings<br />

When patch is opened, <strong>Ion</strong> defaults to this display. It provides access to data input fields that you<br />

may use to define devices in your lighting system.<br />

• {Channel} - In the patch display, all channels are displayed in numerical order. When multiple<br />

devices are patched to the same channel, the channel number is only displayed in the first<br />

row, additional devices are indicated with part extensions (example P2) on the next row of the<br />

table.<br />

• Select the channel number using the control keypad or the direct selects.<br />

• {Type} - <strong>Ion</strong> defaults to patching dimmers. To specify a specific device type for the selected<br />

channel, press the {Type} button from the CIA.<br />

• The two columns on the left side of the CIA are pagable and show manufacturer names.<br />

The four columns to the right of the manufacturer’s list are pagable devices that are<br />

available from the selected manufacturer for patching.<br />

• Selecting a specific manufacturer repaints the display with all devices that are<br />

available from that manufacturer. After you select a device, the device type appears<br />

in the command line, in the {Type} box in the CIA, and in the “Type” field for<br />

that channel in the patch display.<br />

• {Label} - An optional user-defined label. You can use the [Label] key to display the virtual PC<br />

keyboard on the CIA. Pressing {Label} or [Label], after a label has already been assigned,<br />

will display the label on the command line for editing purposes. Pressing [Label [Label] will<br />

delete the text.<br />

• [1] [At] [5] [Label] [Enter] - patches channel 1 to output 5 and labels<br />

channel it “S4 house right”.<br />

68 <strong>Ion</strong> Operations Manual


Note:<br />

Note:<br />

Note:<br />

• {RDM Discovery} - If enabled, <strong>Ion</strong> will obtain RDM device information when available. The<br />

default setting is “Disabled”. RDM must be enabled in the ECU before discovery is allowed.<br />

See “Enable RDM” on page 301. When enabled, the console will automatically make<br />

discovered RDM devices available for patching. The console will set everything required to<br />

patch the device except the channel number. RDM discovery can be disabled at any time to<br />

stop automatic RDM device additions and modifications.<br />

<strong>Ion</strong> only supports RDM devices that are connected through an external ACN<br />

gateway. Supported gateways are the <strong>ETC</strong> Net3 4 or 2 port Gateways.<br />

{RDM Discovery} will default back to disabled on its own on console reboot.<br />

• {Address} - A required entry field for any device. You may use the [At] key rather than the<br />

{Address} button.<br />

• Use the keypad to define the starting address for the device (from 1 to 32767) or a port<br />

and offset value.<br />

Press and hold the [Data] key to show the complimentary value. For example if<br />

you have entered address value 514, the complimentary value would be port and<br />

offset 2/2.<br />

• You may enter a start address without defining an end address. <strong>Ion</strong> will draw this<br />

information from the library data. If you wish to leave a larger output gap than required<br />

by the library, use [Offset]. See Using {Offset} in Patch, page 72.<br />

• If you specify a start address that conflicts with other channels already patched, the<br />

conflicting channels will be unpatched after a confirmation from the user.<br />

• {Interface} - An optional field used to specify what network interfaces should be used for the<br />

output. When the field is left blank, the default data output is used as selected in the {Network}<br />

section of the ECU. For more information about setting defaults, see Protocols, page 299. The<br />

interface options available are Default, ACN, EDMX, ArtNet, Avab UDP, and DMX, depending<br />

on what has been enabled in the {Network} section of the ECU for the console. If an output<br />

option is not enabled, it will not appear in the {Interface} list.<br />

• {Flash} - will bring a channel or address to full, and then every other second the level will<br />

move to 15%. That will hold for 1 second, and then the level will return to full. The channel or<br />

address will keep flashing until either the command line is cleared.<br />

Below are some examples of patching from the {Patch} display:<br />

Patching a generic dimmer:<br />

[1] [At] [5] [Enter] - patches channel 1 to output 5.<br />

[1] [Thru] [2] [4] [At] [1] [Enter] - patches channel 1-24 to outputs 1-24.<br />

Patching a moving light:<br />

[2] {Type} {<strong>ETC</strong>} {Revolution IM/SM Wybron} [At] [1] [1] [Enter] - patches an <strong>ETC</strong><br />

Revolution ® fixture to channel 2, with a starting output address of 11.<br />

5 Patch 69


{Attribute} Display and Settings<br />

The {Attributes} page provides you with optional fields for additional information and details about<br />

the configuration of your system. Attribute settings include {Preheat}, {Proportion}, {Curve},<br />

{Invert Pan}, {Invert Tilt} and {Swap}.<br />

When the selected device includes a color scroller, a {Scroller} button will be displayed in the CIA,<br />

when the selected device includes a color wheel or a gobo wheel, {Color Wheel} or {Gobo Wheel}<br />

buttons will appear.<br />

Click the desired attribute button and use the keypad to set the attribute value<br />

• {Preheat} -This field allows you to specify an intensity value to preheat incandescent<br />

filaments. When a preheat flag is applied to a cue, any channels that are fading from zero to<br />

an active intensity and have been assigned a preheat value in patch will preheat in the<br />

immediately preceding cue.<br />

• [1] {Preheat} [0] [3] [Enter] - channel 1 is assigned a patched preheat value of 3%.<br />

The preheat flag is applied to a cue as an attribute when the cue is recorded.<br />

• {Proportion} - An attribute to set a modifier for the intensity of the device. If the patch limit is<br />

set at 90% (for example), the actual output will always be 10% lower than the specified<br />

intensity parameter, as impacted by the various playbacks or submasters. This value is set<br />

numerically in a range of 0% to 200%.<br />

• [1] {Attributes} {Proportion} [1] [2] [5] [Enter] -applies a 125% proportion to channel<br />

1.<br />

• [1] {Attributes} {Proportion} [Enter] - removes the applied proportion from channel 1.<br />

• {Curve} - Used to assign a curve to an address in patch. In patch, curve is applied to intensity<br />

parameters only.<br />

From channel view:<br />

• [1] {Curve} [4] [Enter] - applies curve 4 to the intensity parameter of channel 1.<br />

• [2] [Part] [3] {Curve} [3] [Enter] - applies curve 3 to the intensity assigned to channel<br />

2, part 3.<br />

From address view:<br />

• [3] {Curve} [3] [Enter] - assigns curve 3 to address 3.<br />

• [3] [/] [2] {Curve} [4] [Enter] - assigned curve 4 to universe 3, address 2.<br />

• {Invert} - A moving light attribute used to invert the output of pan, tilt, or both. Select either the<br />

{Invert Tilt} or the {Invert Pan} button on the CIA.<br />

• [2] {Attributes} {Invert Pan} - inverts the output of the pan parameter.<br />

70 <strong>Ion</strong> Operations Manual


• {Swap} - A moving light attribute used to exchange pan and tilt levels. Select the {Swap}<br />

button on the CIA.<br />

• [2] {Attributes} {Swap} - swaps the pan and tilt parameters for channel 2.<br />

• {Scroller} - An attribute used to change the scroll loaded in a scroller or moving light. Select<br />

the {Scroller} button on the CIA to display the scroller picker and the scrolls available for your<br />

device. See “Using the Picker” on page 74.<br />

• [2] {Attributes} {Scroller} - opens the Scroller Picker in the CIA for scroll selection for<br />

channel 2.<br />

• {Gobo Wheel} - An attribute used to change the gobo wheel loaded in a moving light. Select<br />

the {Gobo Wheel} button on the CIA to display the wheel picker with gobo options available<br />

for your device. See “Using the Picker” on page 74.<br />

• [3] {Attributes} {Gobo Wheel} - selects channel 3 and opens the Wheel Picker in the<br />

CIA for gobo wheel selection.<br />

• {Color Wheel} - An attribute used to change the color wheel loaded in a moving light. Select<br />

the {Color Wheel} button on the CIA to display the wheel picker with the options available for<br />

your device. See “Using the Picker” on page 74. “More” as shown in the patch display,<br />

indicates additional parameter properties are available for the selected device, such as the<br />

color and gobo wheels.<br />

• [4] {Attributes} {Color Wheel} - selects channel 4 and opens the wheel picker in the<br />

CIA for color wheel selection.<br />

5 Patch 71


{Database} Display and Settings<br />

The {Database} page provides you with additional fields for entering information. These fields<br />

include {Notes} and {Text 1} through {Text 4}. Clicking on {Text 1} through {Text 4} will open up a<br />

display for selection of keywords. It will display keywords that were already created as well as<br />

showing an option for creating new keywords. Clicking on {New Keyword} will display an<br />

alphanumeric keyboard for entering in a new keyword.<br />

• {Text} - Text fields are used to provide up to four keywords (see Keywords, page 80) about<br />

any channel or group of channels. These fields can be anything that you think is important<br />

about a channel, such as its location (FOH), an attribute of it (wash, spot) or other<br />

characteristics of the channel (such as gel R80). You may use the virtual PC keyboard in the<br />

CIA, or an external keyboard, to provide up to 30 characters of key words about the device.<br />

• [5] {Database} {Text 1} < FOH right> [Enter] - adds text to channel 5.<br />

• {Notes} - Provides you the ability to attach a text note to a channel or group of channels.<br />

Select the {Notes} button on the CIA to display the virtual PC keyboard. You may type a label<br />

or any length of note regarding your channel in this space.<br />

• [5] {Database} {Notes} [Enter] - adds a note to channel 5.<br />

Using {Offset} in Patch<br />

Using the {Offset} feature in patch allows you to force a numerical offset between the starting<br />

address of channels in patch or for offsetting your channel selection. This feature is useful when<br />

you have configurable devices in your show such as a Source Four Revolution which has option<br />

slots for additional addresses (scrollers, indexing pattern wheels, and so on), or when you want to<br />

start your addresses at some known multipler.<br />

• [1] [Thru] [5] {Type} {Source Four Revolution} [At] [1] {Offset} [3] [1] [Enter] - fixtures will<br />

be patched with a patch address offset of 31 channels, allowing you to have additional space<br />

within the patch for a given fixture type regardless of configuration or personality.<br />

• [1] [Thru] [2] [0] {Offset} [2] {Type} {VL1000} [At] [1] {Offset} [2] [0] [Enter]- selects every<br />

other channel in the list and patches them with an offset of 20 addresses.<br />

72 <strong>Ion</strong> Operations Manual


Patch Channels from the Encoder LCD<br />

Command<br />

Line<br />

You may use the encoders and LCD to patch channels in <strong>Ion</strong>. This is an alternative to using the<br />

methods described above. The end result will be the same, this simply gives you the ability to patch<br />

without requiring the use of the mouse or external touchscreen.<br />

To patch channels from the encoders and LCD:<br />

Step 1: Press [Displays]>{Patch}. The LCD will change to display the patch interface.<br />

Note:<br />

Encoder ID Fields<br />

Softkeys<br />

Step 2: Select the channel you wish to patch.<br />

• [9] [7] [Enter]<br />

Step 3: Using the encoders directly above “Manufacturer”, select the manufacturer of the<br />

fixture you want to patch. Once the manufacturer is selected, the fixtures available<br />

from that manufacturer automatically load to the “Type” encoder.<br />

.<br />

If you wish to patch a standard dimmer, select “Generic” from the manufacturer list<br />

and “Dimmer” from the fixture list. Or you can simply press the [At] key (as in<br />

Patching a Dimmer, page 64) and dimmer is assumed.<br />

Step 4: Select the desired fixture type from those available from the manufacturer using the<br />

encoder above the “Type” field. When the desired type is displayed, press the “Type”<br />

encoder to select the displayed fixture type.<br />

Step 5: Change the DMX universe, if needed, using the encoder above the “Universe” field.<br />

Step 6: Set the address to the desired number using the encoder above the “Address” field.<br />

Address number is shown as 1-512 with the network address displayed in<br />

parentheses. When the proper address is shown, press the encoder to select the<br />

address. Your fixture is now patched.<br />

5 Patch 73


Using the Scroller/Wheel Picker and Editor<br />

The scroller and wheel picker allows you to choose a specific scroll, color wheel, or gobo wheel<br />

from standard manufacturers and associate them with fixtures. You may also create customized<br />

scrolls or wheels using the editor to match custom devices installed in your fixture.<br />

Using the Picker<br />

Default color and pattern media for the selected fixture, as determined in the fixture library, is<br />

displayed in the {Attributes} page. Only the media attribute that is available for the selected fixture<br />

will display.<br />

In the sample image below, the selected channel (1) is a Source Four Revolution with a color<br />

scroller. If the selected channel included a color wheel and two gobo wheels, each device would be<br />

represented in the display with a button.<br />

Select the desired attribute to open the picker.<br />

The picker displays on the left half of the CIA when you select the specific attribute ({Scroller},<br />

{Color Wheel} or {Gobo Wheel}). The picker displayed is specific to the selected attribute (the<br />

scroll picker will display when {Scroller} is clicked, the color wheel picker will display when {Color<br />

Wheel} is clicked, and so on).<br />

Select the scroll or wheel type.<br />

74 <strong>Ion</strong> Operations Manual


The picker displays buttons for the standard scroll or wheel type of the selected channel. The<br />

default selection is the wheel as shipped from the manufacturer (derived from the fixture library).<br />

Displayed to the left of the standard scroll or wheel selection is a list of each color or gobo as they<br />

are installed in the selected device (frame by frame). When the color or pattern image is available,<br />

it will display next to the frame name.<br />

In the above image, {<strong>ETC</strong> Scroll} is the default scroll for the selected <strong>ETC</strong> Source Four Revolution.<br />

The list of gel colors as they are installed in the scroll are displayed to the left with a color chip for<br />

easy reference. Selecting any other type, such as {Martin Scroll}, redraws the frame list to match.<br />

The softkeys displayed beneath the picker are {Clear}, {New}, {Copy}, {Edit}, and {Delete}.<br />

• {Clear} - clears the selection type from the selected channel in the picker.<br />

• {New} - creates a new scroll or wheel and provides additional softkeys to enable the Editor.<br />

See Using the Editor below.<br />

• {Copy} - makes a copy of the currently selected scroll or wheel type, which can then be edited<br />

using the editor. See Using the Editor below.<br />

• {Edit} - used to edit an existing scroll or wheel.<br />

• {Delete} - used to remove the selected frame only from a scroll or wheel that you have<br />

created.<br />

Using the Editor<br />

The editor is used to create new or edit copied scrolls and wheels. While in the picker display, you<br />

can create a new scroll or wheel by pressing the {New} softkey or make a copy of an existing scroll<br />

or wheel by selecting the source, then pressing the {Copy} softkey.<br />

The editor does not limit how many frames you can add to the scroll or wheel for the selected<br />

fixtures. Keep in mind that any fixture has its own limitations. For example, a Source Four<br />

Revolution color scroller is limited to 24 frames. If you have created a custom color scroll with 30<br />

frames, the Source Four Revolution will only provide you access to the first 24 frames that you<br />

created. This applies to wheels as well.<br />

When using the editor, the following softkeys are available for use:<br />

• {Insert} - inserts a new frame above the selected frame.<br />

• {Delete} - removes the selected frame.<br />

• {Edit} - changes the selected frame.<br />

• {Done} - completes the editing process.<br />

• {Label} - displays the virtual PC keyboard on the CIA for labeling the new scroll or wheel.<br />

5 Patch 75


Creating a new scroll or wheel<br />

When you create a new scroll or wheel, {New Wheel x} appears in the wheel list as the selected<br />

button. The frame list will be empty with only “New” displayed in frame 1.<br />

You can label the new wheel by pressing the {Label} softkey and typing the desired label on the<br />

virtual PC keyboard and pressing {Enter}.<br />

To select a color or pattern for the specific frame in the scroll or wheel, select the “NEW” text. The<br />

available gel, color, gobo and effect media selections will be displayed.<br />

Manufacturer<br />

list<br />

When a manufacturer is selected from the list, the catalog selection changes to display only the<br />

selected manufacturer’s offerings. When a specific catalog is selected, the media will display in the<br />

last three columns of the editor.<br />

When you make a media selection, the display returns to the new wheel frame list where additional<br />

frames can be added to the scroll or wheel (using the {New} frame button) or you can click in the<br />

next frame area to add more frames.<br />

Note:<br />

Manufacturer<br />

catalog<br />

Cataloged media<br />

(sorted numerically)<br />

The media selection includes the following softkeys:<br />

• {Gel}, {Color}, {Gobo}, and {Effect} - each will<br />

display available media selections as they are<br />

cataloged by the associated scroll or wheel<br />

manufacturers.<br />

• {Open} - places the frame in Open White. Generally,<br />

the first media frame is open.<br />

• {Cancel} - cancels the media selection and returns to<br />

the frame editor.<br />

An {Invert} softkey will display when creating or copying a wheel or scroller.<br />

{Invert} is used to reverse the order of frames.<br />

76 <strong>Ion</strong> Operations Manual


Editing a copy of a scroll or wheel<br />

If a copy has been made of an existing scroll or wheel, the copied scroll or wheel will display as<br />

{New Wheel x} before the standard manufacturer offerings. The frame list will include an exact<br />

duplicate of the copied selection.<br />

To make a change to a frame you must first select the frame then press {Edit} to display the media<br />

selection. Or you can insert a new frame above a selected frame using the {Insert} softkey.<br />

For example, to insert a new frame in between existing frames 2 and 3, select frame 3 and press<br />

the {Insert} key. The media selection will display.<br />

Manufacturer<br />

List<br />

Manufacturer<br />

catalog<br />

cataloged media<br />

(sorted numerically)<br />

The media selection includes the following softkeys:<br />

• {Gel}, {Color}, {Gobo}, and {Effect} - each will<br />

display available media selections as they are<br />

cataloged by the associated scroll or wheel<br />

manufacturers.<br />

• {Open} - places the frame in Open White.<br />

• {Cancel} - cancels the media selection and returns to<br />

the frame editor.<br />

When a manufacturer is selected from the list, the catalog selection changes to display only the<br />

selected manufacturer’s offerings. When a specific catalog is selected, the media will display in the<br />

last three columns of the editor.<br />

When you make a media selection, the display returns to the new wheel frame list where additional<br />

frames can be edited in the scroll or wheel.<br />

5 Patch 77


Calibrating a Scroller<br />

You can calibrate the center point of any frame in a scroller using the calibrate feature. This will<br />

ensure that color scroll frames will be centered over the aperture of the fixture when you advance<br />

a color scroll frame-by-frame. You can do this using the virtual encoders or the encoder LCD.<br />

Calibrating a scroller is normally done from the live display.<br />

Note:<br />

It is recommended that you calibrate your scroller frames starting with the last<br />

frame and working backward to the first frame. This will help ensure a complete<br />

and accurate calibration.<br />

Calibration may need to be performed when you initially patch a scroller and may<br />

need to be adjusted through the course of operation as spring tension changes in<br />

a color scroller<br />

To calibrate a scroller from the virtual encoders:<br />

Step 1: In the browser, navigate to Virtual Controls>Encoder. A new window will open in<br />

the CIA.<br />

Step 2: Select {Open as Primary Display} in the CIA. Virtual encoders will open on the<br />

display screen.<br />

Step 3: Select the channel of the scroller you wish to calibrate.<br />

Step 4: Press the [Color] encoder button to the upper right of the LCD. Multiple presses may<br />

be required before the scroller encoder is visible in the virtual encoder display.<br />

Step 5: Use the encoder to move all the way to the last frame of the scroller.<br />

Step 6: Watch the scroller and continue adjusting the frame until it is centered in the desired<br />

position.<br />

Step 7: Click {Calibrate} in the virtual encoder display. The new center position is now stored<br />

for the selected channel.<br />

Step 8: Click {Last} in the virtual encoder display to move to the center point of the previous<br />

frame.<br />

Step 9: Visually verify if the center point of the new frame is accurate. If it is, press {Last} again<br />

to move to the previous frame in the scroll. If not, follow the calibration procedure<br />

again.<br />

Step 10: Repeat steps 6-9 until you have calibrated all of the frames.<br />

Step 11: Press [Live] or [Blind] to close the virtual encoder display.<br />

You can also calibrate from the encoder LCD. This eliminates the need for the virtual encoder<br />

display.<br />

78 <strong>Ion</strong> Operations Manual


To calibrate from the LCD:<br />

Step 1: Select the channel of the scroller you wish to calibrate.<br />

Step 2: Press the [Color] encoder button to the upper right of the LCD. Multiple presses may<br />

be required before the scroller encoder is visible in the virtual encoder display.<br />

Step 3: Use the encoder to move all the way to the last frame of the scroller.<br />

Step 4: Watch the scroller and continue adjusting the frame until it is centered in the desired<br />

position.<br />

Step 5: Press and hold the scroller encoder. {Calibrate} becomes visible as a softkey in the<br />

encoder LCD.<br />

Step 6: Press {Calibrate}. The new center position is now stored for the selected channel.<br />

Step 7: Continue holding the encoder and press {Last} to move to the center point of the<br />

previous frame.<br />

Step 8: Visually verify if the center point of the new frame is accurate. If it is, press {Last}<br />

again to move to the previous frame in the scroll. If not, follow the calibration<br />

procedure again.<br />

Step 9: Repeat steps 6-9 until you have calibrated all of the frames.<br />

5 Patch 79


Keywords<br />

Query is a feature available in Eos, but not in <strong>Ion</strong>. Since show files are compatable between the two<br />

consoles, in <strong>Ion</strong> you can assign keywords to channels that can be queried when the show file is<br />

loaded onto an Eos.<br />

If you plan on being able to query channels in Eos based on a keyword association, the keyword<br />

must be defined in patch.<br />

To enter a keyword for a channel:<br />

Step 1: Press [Displays], to the right of the LCD.<br />

Step 2: Press the {Patch} softkey.<br />

Step 3: Press {Database}.<br />

Step 4: Select a channel or range of channels in the command line.<br />

Step 5: Click one of the {Text (1-4)} buttons in the CIA to specify which keyword you are<br />

entering. A list of previously defined keywords will be posted. Select from these or<br />

press {New Keyword}. A virtual alphanumeric keyboard will appear.<br />

Step 6: Type the keyword or words you wish to use. You may use either the virtual or external<br />

keyboard.<br />

Step 7: When finished, press [Enter].<br />

Once keywords have been created, they will appear in the keyword section of the CIA when a query<br />

is performed in Eos.<br />

Deleting Channels<br />

It is possible to delete channels in patch. Deleting channels is different from unpatching in that<br />

deleted channels cannot be manipulated or have parameter data stored for them. When deleted,<br />

the channel numbers will still be visible in the live/blind display, but the channel outline, containing<br />

the parameters and level information, will be removed from the display.<br />

For Example:<br />

To delete channels in the patch display, press:<br />

• [6] [Thru] [1] [0] [Delete] [Enter] [Enter]<br />

In the live blind display, the channel numbers will still be visible but the channel outlines and<br />

parameter data will be hidden from view.<br />

80 <strong>Ion</strong> Operations Manual


Fixture Creator<br />

<strong>Ion</strong> provides you with the ability to create your own fixture type within patch and store it with your<br />

show file. You can name the fixture, assign all necessary parameters, define the address and<br />

operational range of those parameters, and set lamp controls.<br />

The fixture creator is accessible from patch. Once a fixture has been created, it is stored in the<br />

show file. It is not added to the fixture library.<br />

To open the fixture creator:<br />

Step 1: Press [Displays]>{Patch} to open the patch display. Or you may open it from the<br />

browser.<br />

Step 2: Select any channel (it need not be the channel for the fixture you are creating, but it<br />

can be) from the keypad.<br />

Step 3: Click {Type} in the CIA patch display. The left side softkeys will change to offer fixture<br />

type options.<br />

Step 4: Click {User}. This will display buttons for all currently patched fixtures in the CIA.<br />

Step 5: Click {Edit}. This will open a list displaying those same fixtures that are currently<br />

patched. This is the fixture creator.<br />

5 Patch 81


Creating a New Fixture<br />

New fixtures are created from the fixture creator list in the CIA (see above).<br />

To create a new fixture, click {New}. A new fixture will be added to the bottom of the fixture list.<br />

Name New Fixture<br />

Once the new fixture appears in the list, it is recommended that you name the fixture you are about<br />

to create.<br />

To name a fixture in the creator list:<br />

Step 1: Press [Page ] to arrow down to the new fixture.<br />

Step 2: Click {Type}. The virtual PC keyboard will open in the CIA.<br />

Step 3: Enter the desired name for the new fixture on the virtual (or attached alphanumeric)<br />

keyboard.<br />

Step 4: Press [Enter]. The name will appear in the “Type” column for the new fixture.<br />

Add parameters<br />

After naming the fixture, you can specify which parameters the new fixture contains.<br />

82 <strong>Ion</strong> Operations Manual


To add parameters to a new fixture:<br />

Step 1: Use the [Page] keys to select the new fixture from the fixture list.<br />

Step 2: Click {Edit}. That fixture will open in a new display in the CIA.<br />

Note:<br />

Step 3: Determine the total number of parameters that your fixture has. Do not count 16-bit<br />

channels as two channels, this will be done in a later step.<br />

Step 4: Click {New} to add parameter slots. Repeat this step until you have as many slots as<br />

are required by the number determined in step 1.<br />

When {New} is clicked, the parameter slot will appear in the list with a default<br />

name in the “Parameter” column. You may disregard these default parameters as<br />

you will redefine the designations in a later step.<br />

Step 5: Use the [Page] keys to navigate to any parameter slots that you wish to alter the<br />

default parameter designations for.<br />

Step 6: When you have selected a slot, click {Parameters}. The CIA will display buttons<br />

representing all of the available parameters.<br />

a: Click the {>>} and {


Step 7: Click the button for the desired parameter in the CIA.<br />

Step 8: Repeat steps 3-5 until you have entered all of the required parameters for the new<br />

fixture.<br />

If you are missing a parameter slot: At any point you can use the [Page] keys and<br />

{Insert}, to insert a parameter slot above the selected one.<br />

If you want to remove a parameter: you can use the [Page] keys and {Delete}, to remove<br />

a parameter from the list.<br />

Define parameter channels<br />

Once you have added and specified all of the parameters for the new fixture, you can now define<br />

the address requirements, size, and ranges for each of them.<br />

To define the size (8-bit or 16-bit) of any parameter:<br />

Step 1: Use the [Page] keys to navigate to any parameter that you wish to alter the size of.<br />

The system defaults to 8-bit for any new parameter.<br />

Step 2: When selected, click {Size}. This will toggle the parameter from 8-bit to 16-bit. If 16bit<br />

is selected, the system automatically applies a value in the “LDMX” column. This<br />

value can be altered (see below).<br />

To define the DMX address of any parameter:<br />

You can alter the default DMX address assigned to any parameter in the list. This is not the actual<br />

address that will be used when patched, but rather it is the order of address for the parameter<br />

relative to the other parameters in the fixture.<br />

Step 1: Use the [Page] keys to navigate to the “DMX” column of the desired parameter.<br />

Step 2: Enter the desired address using the keypad.<br />

CAUTION:<br />

Be careful not to duplicate any address in the DMX order of parameters in the new<br />

fixture. <strong>Ion</strong> does not prevent you from duplicating addresses.<br />

To define the LDMX address of any 16-bit channel:<br />

LDMX or “low-DMX” is the DMX address for the second half of any 16-bit channel. If used in<br />

Coarse/Fine determination. The DMX channel defines the “Coarse” adjustment and the LDMX<br />

defines the “Fine” adjustment.<br />

Step 1: Use the [Page] keys to navigate to the “LDMX” column of the desired parameter.<br />

Step 2: Enter the desired address using the keypad<br />

84 <strong>Ion</strong> Operations Manual


To alter the Home settings for any parameter:<br />

You can define the value for any parameter’s “home” value.<br />

Step 1: Use the [Page] keys to navigate to the “Home” column of the desired parameter.<br />

Step 2: Enter the desired home value (0-255) using the keypad.<br />

Range editing a parameter<br />

You can enter the operational ranges for specific slots within any specific parameter (such as color<br />

scroller, color wheel, gobo wheel, and so on).<br />

For example, if the parameter were “Gobo Wheel”, and the fixture included a four-slot gobo wheel,<br />

you can use ranges to determine the minimum or maximum values for each of those slots. You can<br />

also label the slots and define the minimum or maximum values that will appear in the channel<br />

display for that parameter.<br />

To define the range values for any parameter:<br />

Step 1: Use the [Page] keys to navigate to the parameter that you want to add ranges to.<br />

Step 2: Click {Ranges}. The range list will open.<br />

Step 3: Determine the total number of slots required by the parameter. Be sure to include<br />

“open” slots when needed.<br />

Step 4: Click {New} to add ranges. Repeat this step until you have as many slots as are<br />

required by the number determined in step 3.<br />

Step 5: Use the [Page] keys to select the range and field you wish to edit. Fields are:<br />

• Min - enter the minimum value (0-255) for the range slot you are defining.<br />

• Max - enter the maximum value (0-255) for the range slot.<br />

• User Min - enter the value that will be displayed to users (for example, what will be<br />

displayed in the live summary view) when the slot is at its minimum value. Value<br />

can range from -9999 to 65535.<br />

• User Max - enter the value that will be displayed to users when the slot is at its<br />

maximum value. Value can range from -9999 to 65535.<br />

Step 6: Click {Label} to add a label to any range slots. These will appear in the encoder LCD<br />

when the related parameter is displayed for the new fixture.<br />

Step 7: Click {Done} when you have finished editing the ranges.<br />

Copying a Fixture<br />

It is possible to copy an existing fixture and then edit its parameters. In the fixture editor, there is a<br />

{Copy} button. Pressing {Copy} when a library fixture is selected will create a copy of that fixture<br />

and will assign it a new name. This new fixture can then be edited.<br />

Importing a Custom Fixture<br />

You can import custom fixtures from an ASCII show file, see Importing Show Files, page 56.<br />

Update Library<br />

When a new library is installed on <strong>Ion</strong> (for example, included in a software update), changes in<br />

library data will not automatically update your show files. This is to prevent library changes from<br />

affecting a functional show file.<br />

In the event that you wish to update the show’s fixture data to match a new library, you may enter<br />

the fixture creator (see Fixture Creator, page 81) and click {Update Lib}. You will need to confirm<br />

this choice by clicking {Ok} to update or {Cancel} to return to the previous screen. This will update<br />

the show file fixture data with any relevant changes from the new fixture library.<br />

5 Patch 85


86 <strong>Ion</strong> Operations Manual


Chapter 6<br />

Using Groups<br />

Groups are channel selection devices used for fast recall of specific channels. A maximum of 1000<br />

groups can be recorded. Once recorded, they are accessible from the keypad, direct selects, and<br />

through the displays.<br />

This chapter contains the following sections:<br />

• Recording Groups Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88<br />

• Selecting and Recalling Groups. . . . . . . . . . . . . . . . . . . . . . .89<br />

• Group List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90<br />

6 Using Groups 87


Recording Groups Live<br />

Record groups of channels that you want to have available for fast recall later. Groups can be<br />

stored as whole numbers (such as Group 5) or as decimals of tenths or hundredths (such as Group<br />

2.5 or Group 7.65). Only whole number groups can be stored using the direct selects, any decimal<br />

designations for groups must be stored using the keypad.<br />

All groups may be labeled. These labels are then displayed on the direct selects as well as in the<br />

group list. Group numbers will not display in either until the groups have been created.<br />

The following syntax examples illustrate the various methods and features available when<br />

recording groups:<br />

• [1] [thru] [5] [Record] [Group] [7] [Enter] - records only channels 1 - 5 to group 7.<br />

• [Record] [Group] [7] [Enter] - records all channels with non-default values to group 7.<br />

• [5] [Thru] [9] [Record} {Group 7} - records channels 5-9 to group 7 using the direct selects.<br />

• [3] [Thru] [8] [Record] [Group] [8] [.] [5] [2] [Enter] - records channels 3-8 to group 8.52.<br />

• [-] [3] [Record] [Group] [7] [Enter] - records all channels, except channel “3,” to group 7.<br />

• [Record] [Group] [7] [Label] [name] [Enter] - records as above and adds a label to the<br />

group.<br />

• [Record Only] [Group] [7] [Enter] - records channels with manual data to group 7.<br />

• [Record Only] {Group 7} - records channels with manual data to group 7 using the direct<br />

select.<br />

Ordered Channels<br />

When recording groups, channels are ordered in the group based on their selection order when the<br />

group is stored. This ordering is useful combined with [Next] and [Last] functions and when<br />

applying effects to groups.<br />

For Example:<br />

If you record a group by selecting channels in the following order:<br />

• [1] [+] [3] [+] [5] [Thru] [9] [Record] [Group] [1] [Enter]<br />

and later you select Group 1 and press [Next], the channels will be accessed, one at a time,<br />

in the same order in which they were initially selected.<br />

If new channels are added to an ordered group using an update command, those channels are<br />

added to the end of the channel list from an ordering perspective.<br />

When a group is previewed using the group list, the display defaults to showing the ordered view.<br />

Channels can be reordered as needed from this list. Use the [Format] key to change to a numeric<br />

listing of channels. For another example:<br />

• [1] [0] [Thru] [2] [Record] [Group] [1] [Enter<br />

This will record channels 10 through 2 to Group 1, and then if you select the group you can<br />

cycle through the channels using [Next] starting with 10, then 9, then 8, and so on.<br />

88 <strong>Ion</strong> Operations Manual


Offset<br />

You can use the {Offset} softkey to aid in channel selection prior to storing groups. The offset<br />

options are {Odd}, {Even}, {Reverse}, and {Random}. For example:<br />

• [1] [Thru] [9] {Offset} {Odd} [Record] [Group] [5] - records all odd numbered channels<br />

between 1 and 9 to Group 5.<br />

• [1] [Thru] [2] [0] {Offset} {Reverse} [Record] {Group 3} - records channels 1-20, in reverse<br />

order, to Group 3 using the direct selects.<br />

Editing and Updating Groups in Live<br />

Existing groups can be updated or rerecorded in Live. If you rerecord an existing group, a<br />

confirmation is required (unless disabled in “Setup”). By rerecording a group, you replace the<br />

contents of the group, you do not add to it. Updating a group does not require a confirmation and<br />

adds channels to the group, rather than replacing them.<br />

Other editing or updating examples are:<br />

• [Group] [x] [Label] [Label] [Enter] - clears the label.<br />

• [Group] [x] [Label] [name] [Enter] - stores a new label.<br />

• [1] [Thru] [5] [Update] [Group] [n] [Enter] - adds channel 1-5 to existing Group n.<br />

• For record examples, please see Recording Groups Live, page 88.<br />

Selecting and Recalling Groups<br />

Groups may be recalled from the control keypad or the direct selects.<br />

To select a group:<br />

• [Group] [1] [Enter] - selects all channels in Group 1<br />

• [Group] [1] [at] [5] [Enter] - selects Group 1 and places all channels within at 50%<br />

• {Group 1} - Selects all channels in Group 1<br />

If [Next] is used after a group selection, it accesses the first ordered channel in that group. Pressing<br />

it again accesses the second ordered channel in that group, and so on. [Next] - used after the last<br />

channel in the group - accesses the first channel in the group again.<br />

[Last] may be used with group selects similar to [Next]. Press [Select Last] to reselect the entire<br />

group.<br />

Deleting Groups<br />

When you delete a group, the group number and all contents from the Group List Index and direct<br />

selects are deleted. Delete commands require a confirmation by default. This can be altered in the<br />

default settings. If you disable confirmations, the second enter is not required in the following<br />

examples:<br />

Group deletion features include:<br />

• [Delete] [Group] [5] [Enter] [Enter] - deletes group 5.<br />

• [Delete] [Group] [3] [+] [Group] [5] [Enter] [Enter] - deletes groups 3 and 5.<br />

• [Delete] [Group] [3] [Thru] [9] [Enter] [Enter] - deletes groups 3 through 9.<br />

• [2] [Delete] [Group] [7] [Enter] - deletes channel 2 from group 7.<br />

6 Using Groups 89


Group List<br />

The group list allows viewing and editing of groups.<br />

Open the Group List<br />

To open the group list you can:<br />

• Press [Group] [Group]<br />

• Press [Blind] & [Group]<br />

• In the browser, select “Group List” from the Record Target Lists<br />

You can navigate within the group list using [Next] and [Last] or by selecting the group you want to<br />

work with.<br />

Ordered View and Numeric View<br />

By default, grouped channels will be displayed in ordered view. Therefore, grouped channels will<br />

appear in the order they were added to the group (see Ordered Channels above). If you wish to<br />

view the channels in numeric view, press the [Format] key and the view will be switched (channels<br />

will appear in numeric order from lowest to highest).<br />

This setting is important in defining next and last functionality within groups in live/blind. If left in<br />

numeric format, when using [Next] or [Last] group selection channels will be selected in numeric<br />

order. If left in ordered view, they will be selected based on their order of being stored to the group.<br />

Editing Groups from the Group List<br />

An existing group can be modified without the need for recording or updating, as follows:<br />

• Select the required group by pressing [Group] [n] [Enter], or using [Next] and [Last] to<br />

navigate through the list.<br />

The selected group is highlighted in gold and above the CIA command line, “BLIND: Group x” is<br />

displayed.<br />

The following actions are now possible:<br />

• [Label] [name] [Enter] - adds or modifies a group label.<br />

• [Copy To] [Group] [7] [Enter] - copies the contents of the selected group to group 7.<br />

• [2] {Insert Before} [9] [Enter] - inserts channel 2 into the group, placing it before channel 9<br />

in the ordered view.<br />

• [2] {Insert After} [5] [Enter] - inserts channel 2 into the group, placing it after channel 5 in the<br />

ordered view.<br />

• [2] [Delete] [Enter] - removes channel 2 from, the group.<br />

• {Random} [Enter] - rearranges the channels in the group randomly.<br />

• {Reverse} [Enter] - reverses the order of the channels within the group.<br />

90 <strong>Ion</strong> Operations Manual


Using Groups as a Channel Collector<br />

[Group] can be used as a quick way to collect channels from submasters, cues, palettes, or<br />

presets.<br />

The following actions are possible:<br />

• [Group] [Cue] [1] - selects all the channels in cue 1.<br />

• [Group] [Sub] [3] - selects all the channels in submaster 3.<br />

• [Group] [Int Palette] [5] - selects all the channels in intensity palette 5.<br />

6 Using Groups 91


92 <strong>Ion</strong> Operations Manual


Chapter 7<br />

Setup<br />

This chapter describes the processes involved in changing your system settings to meet your<br />

preferences. It also covers advanced setup functions.<br />

This chapter contains the following sections:<br />

• Opening Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94<br />

• Show . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94<br />

• Desk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100<br />

• Security. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105<br />

7 Setup 93


Opening Setup<br />

To enter the setup screen, press [Displays]>{Setup}.<br />

The CIA will repaint to display the setup screen and the softkeys will change to display the various<br />

subcategories of setup. <strong>Ion</strong> defaults to display show settings, however if you have changed the<br />

view to another subcategory, <strong>Ion</strong> will remember the view you were in when you return to setup.<br />

The setup subcategory softkeys are:<br />

• Show<br />

• Desk<br />

• Security<br />

Show<br />

When you select the {Show} softkey, the CIA repaints to display the following screen:<br />

The buttons on the left are the setting categories within show setup. The show setup categories are:<br />

• Show Settings<br />

• Cue Settings<br />

• Fader Configuration<br />

• Filter Setup<br />

• Encoder Configuration<br />

• Show Control<br />

• Partitions<br />

94 <strong>Ion</strong> Operations Manual


Show Settings<br />

Click {Show Settings} to enter this category.<br />

Five fields will be available to you: {Num of Channels}, {Auto-Mark}, {Dim. Dbl. Offset},<br />

{Partitioned Control}, and {Home Preset}. To change the setting for any of these fields, click the<br />

field in the CIA to activate it. If the field requires data, enter it from the keypad. If the field is a toggle<br />

state, one click of the button will switch the field to its other state.<br />

Changes from this screen are systemwide and will impact all <strong>Ion</strong> consoles and clients connected to<br />

the system.<br />

{Num of Channels}<br />

You may use this field to set the number of channels in your <strong>Ion</strong> to the number of channels in your<br />

system. <strong>Ion</strong> supports a maximum of 10,000 channels. Enter the number of channels for your<br />

system using the keypad. This entry must be confirmed with the [Enter] key.<br />

{Auto-Mark}<br />

This toggles the AutoMark settings between enabled and disabled (see Using Mark, page 175 for<br />

more information). AutoMark is disabled by default.<br />

{Dimmer Double Offset}<br />

This allows you to set the address offset for dimmer doubling. The default for this is 20000, to match<br />

the Net2 standard offset, including Sensor+ software.<br />

{Partitioned Control}<br />

Enables or disables the assigning of partitions. Default is “Disabled” (see Using Partitioned Control,<br />

page 289 for more information).<br />

{Home Preset}<br />

Allows you to specify a preset that will be used as the home level for all non-intensity parameters<br />

stored in the preset, instead of the fixture library defaults. This preset will be applied for all “Go to<br />

Cue Out” and home commands. Intensity values in the preset will be ignored. Channels not<br />

included in the assigned home preset will continue to home to their library defaults.<br />

Cue Settings<br />

This screen allows you to set the default cue times for the parameter categories of your <strong>Ion</strong> system.<br />

To change a time, click the parameter category button in the CIA and enter the desired time on the<br />

keypad. To set a time for all categories at once, press [Intensity Up] [Thru]. Pressing [At] selects<br />

manual times.<br />

The categories for which you may set default times are:<br />

• Intensity Up<br />

• Intensity Down<br />

• Focus<br />

• Color<br />

• Beam<br />

7 Setup 95


Fader Configuration<br />

This screen allows you to specify what your faders are assigned as: playbacks, submasters, or<br />

grandmasters. These faders can be used by opening the virtual faders (see Slider Module, page<br />

30) or by using the Universal Fader Wings (see Universal Fader Wings, page 335).<br />

Note:<br />

Unless you need a grandmaster or a cue list loaded to more than one fader, it is<br />

generally not necessary to use the fader configuration screen. Assigning cue lists<br />

and submasters can all be done from live.<br />

Defined as Submaster Defined as Playback<br />

Defined as Grandmaster<br />

To change the configuration of any fader, use the {Page} buttons to access the fader page you wish<br />

to alter. For the desired fader, click the appropriate button (playback, submaster, or grandmaster)<br />

for the configuration you desire. Then click the {Mapped to} button and enter the number you want<br />

to map the fader to (see Mapped to...below). When you are done making changes, click {Close}.<br />

To leave this screen at any time without saving changes, you must click {Close}.<br />

Mapped to...<br />

This button is used to specify the action target of any fader. It allows you to define the fader target<br />

that a slider is assigned to. Mapping is specific to the type of fader configuration (playback,<br />

submaster, or grandmaster).<br />

Submaster - A maximum of 300 submasters can be recorded. {Mapped to} defines the<br />

submaster number that will be controlled by the specified slider. If a submaster slider is<br />

mapped to 10, when submaster 10 is recorded it will appear on that slider.<br />

Grandmaster - A maximum of 1 grandmaster may be assigned. A grandmaster inhibits all<br />

live intensity values. If the grandmaster is set at 50%, all live intensities will be at 50% of<br />

their actual values. Inhibited levels from the grandmaster do not impact data storage.<br />

Playback - A maximum of 200 playbacks can be assigned. {Mapped to} allows you to have<br />

the same playback appear on multiple pages as it represents a playback number, not a<br />

specific fader or cue list number. To change the mapped location of any playback, click the<br />

{Mapped to} button for that slider and enter the number you wish to assign to it.<br />

Unmapped - Selecting unmapped for any fader leaves that fader open and unoccupied.<br />

96 <strong>Ion</strong> Operations Manual


Grandmasters, submasters, and playbacks may appear on more than one fader page.<br />

In a partitioned control environment, the mapping of the faders (with the exception of the master<br />

fader) is global.<br />

Note:<br />

Specifying a {Mapped to} location does not specify the cue list that will be loaded<br />

to that playback. Cue lists can be assigned to any playback. {Mapped to}<br />

establishes the order in which faders will be loaded.<br />

Whatever playbacks are mapped to “1”, they will auto-load with the first recorded<br />

cue list. Any playback mapped to 5 will auto-load with the fifth recorded cue list,<br />

and so on.<br />

Master fader pair<br />

It is possible to map the master fader pair as well. This will allow separate users to have different<br />

lists loaded to the master fader pair. The default mapping for the pair is 0.<br />

7 Setup 97


Show Control<br />

This section allows you to adjust settings for MIDI show control, time code (MIDI or SMPTE),<br />

analog, and serial functions<br />

{SMPTE Time Code Rx}<br />

This touchbutton is used to toggle SMPTE time code between “Enabled” and “Disabled”, thereby<br />

controlling whether <strong>Ion</strong> can receive SMPTE time code. Choosing “Disabled” will disable all<br />

timecode lists that have a SMPTE source. The default for this setting is “Enabled”.<br />

{MIDI Time Code Rx}<br />

As above, but for MIDI instead of SMPTE. The default for this setting is “Enabled”.<br />

{Resync Frames}<br />

This touchbutton allows you to configure how many frames need to be synced before timecode<br />

starts running. Frames can be from 1-30. Default is 2 frames.<br />

{MSC Receive}<br />

This touchbutton toggles the setting for receiving MIDI Show Control from an external source<br />

between “Enabled” and “Disabled”. The default setting is “Disabled”.<br />

{MSC Receive Channel}<br />

Also known as "Device ID" this setting allows you to establish the MIDI Show Control device ID for<br />

<strong>Ion</strong>. The device ID can be set from 0-126. <strong>Ion</strong> will process commands sent to the matching Device<br />

Id. <strong>Ion</strong> will also process commands sent to Device Id 127 (All Call). For example:<br />

• {MSC Receive Channel} [5] [0] [Enter]<br />

{ACN - MIDI Rx ID(s)}<br />

This setting allows you to specify the MIDI Show Control data that <strong>Ion</strong> will receive when transmitted<br />

over the Advanced Control Network (ACN). When set, <strong>Ion</strong> will receive MSC data from any gateway<br />

that has its “MIDI In Stream ID” set to the same number. ACN_MIDI Receive ID can be from 1-32.<br />

ID ranges may be used. For example:<br />

• {ACN_MIDI Receive ID} [2] [5] [Enter]<br />

{MSC Transmit}<br />

This touchbutton toggles the setting for transmitting MIDI Show Control data between “Enabled”<br />

and “Disabled”. The default setting is “Disabled”.<br />

{MSC Transmit Channel}<br />

Also know as "Device ID" this setting allows you to establish the device ID with which <strong>Ion</strong> will<br />

transmit MIDI show control information. A device ID can be from 0-126 or 127 (All Call). For<br />

example:<br />

• {MSC Transmit Channel} [5] [0] [Enter]<br />

98 <strong>Ion</strong> Operations Manual


{ACN - MIDI Tx ID}<br />

This setting allows you to specify the ID number of MIDI Show Control data that <strong>Ion</strong> transmits over<br />

an Advanced Control Network (ACN). When set, <strong>Ion</strong> will transmit MSC data to any gateway that has<br />

its “MIDI Out Stream ID” set to the same number. ACN_MIDI Transmit ID can be from 1-32. ID<br />

ranges may be used.<br />

• {ACN_MIDI Transmit ID} [2] [5] [Enter]<br />

{Analog Inputs}<br />

This touchbutton toggles the setting for receiving analog inputs between “Enabled” and “Disabled”.<br />

Default is “Enabled”.<br />

{Relay Outputs}<br />

This touchbutton toggles the setting for allowing <strong>Ion</strong> to trigger external relays. Options are<br />

“Enabled” or “Disabled”. The default is “Enabled”.<br />

{Serial Enable}<br />

This touchbutton toggles the ability to receive serial commands. Options are “Enabled” or<br />

“Disabled”. The default is “Enabled”.<br />

{Serial Group Ids}<br />

This touchbutton is for setting up which serial group IDs the <strong>Ion</strong> will listen to. Serial Group IDs are<br />

from 1-32. <strong>Ion</strong> can be set to listen to multiple group IDs.<br />

• {Serial Group Ids} [1] [+] [5] [Enter]<br />

Partitions<br />

Pressing the {Partitions} button in Show setup opens the partition display in the CIA. This display<br />

shows any recorded partitions, including the four pre-existing partitions. For more information, see<br />

Using Partitioned Control, page 289.<br />

Note: Filter setup and encoder configuration settings are not available at this time.<br />

7 Setup 99


Desk<br />

This setup softkey accesses settings for the user identified on the associated <strong>Ion</strong> device. Changing<br />

these settings does not impact other <strong>Ion</strong> controllers on the network assigned a different user ID.<br />

{Record Defaults}<br />

This screen enables you to change general record defaults as well as change the default parameter<br />

category times associated with certain actions ([Back], [Go to Cue], and [Assert]).<br />

To change the setting for any of these fields, click the field in the CIA to activate it. If the field<br />

requires data, enter it from the keypad. If the field is a toggle state, one click of the button will switch<br />

the field to its other state.<br />

Auto Playback<br />

When enabled, this feature automatically plays back cues and submasters as they are stored and<br />

releases manual control. For submasters to automatically play back, the slider must be at full. This<br />

field is a toggle state between “Enabled” and “Disabled”. When auto playback is “Disabled”, all<br />

manual levels are maintained and cues must be loaded and executed on playbacks. The default is<br />

“Enabled”.<br />

Track<br />

This field allows you to switch between tracking and cue only modes (see Tracking vs. Cue Only,<br />

page 5). The default is “Tracking”.<br />

Record Confirm<br />

This setting allows you to enable or disable the confirm action when storing over a previously<br />

recorded target. The default is “Enabled”.<br />

Delete Confirm<br />

This field allows you to enable or disable a required confirmation before any delete command is<br />

executed. The default is “Enabled”.<br />

100 <strong>Ion</strong> Operations Manual


{Manual Control}<br />

This desk setting button gives you access to <strong>Ion</strong> manual control settings.<br />

Manual Time<br />

In this section you may change the default times for manual changes to occur in live. Times can be<br />

set for each parameter category (Intensity Up, Intensity Down, Focus, Color, and Beam). You may<br />

use the [Thru] key to enter a value for all categories.<br />

• {Int Up} [Thru] [9] [Enter]<br />

The default for each of these is 0 seconds.<br />

Manual Control<br />

This section allows you to specify the values for certain buttons and settings used in manual<br />

control. To change any value, click the appropriate button in the CIA and use the keypad to enter a<br />

new value.<br />

Preserve Blind Cue - This enables the console to recall the last selected cue in blind when<br />

you return to blind. The default is disabled.<br />

Level - This sets the default for Level (which is accessed in <strong>Ion</strong> by double pressing [Full]).<br />

Any value between 0-100 may be entered. The default is 100.<br />

Plus% - This sets the level for the +% (which is accessed in <strong>Ion</strong> by pressing [At] [+][+]),<br />

which will increase the selected channel by the set percentage. Any value between 0-100<br />

may be entered. The default is 10%.<br />

Minus% - This sets the level for -% (which is accessed in <strong>Ion</strong> by pressing [At] [-][-]), which<br />

will decrease the selected channel by the set percentage. Any value between 0-100 may<br />

be entered. The default is 10%.<br />

Highlight Preset - This field is used to specify the preset that will be used for highlight<br />

commands.<br />

Lowlight Preset - This field is used to specify the preset that will be used for lowlight<br />

commands.<br />

High/Low Rem Dim - This enables a Remainder Dim when any highlight or lowlight<br />

commands are given, thereby temporarily dimming any channel not participating in the<br />

High/Low.<br />

Rem Dim Level - This allows you to set the level for all Remainder Dim commands. The<br />

default is 0.<br />

Default Times<br />

In this section you may change the default times for sneak commands and the respective feature<br />

response times based upon parameter category. The default for these is 5 seconds, except for back<br />

time, which uses a default of 1 second.<br />

7 Setup 101


{Face Panel}<br />

Sounds<br />

You can adjust the frequency and length of the audible sounds that <strong>Ion</strong> delivers. Sounds are<br />

qualified as being either an error sound or an advisory sound. Both types of sounds can be adjusted<br />

from this setup screen in the CIA.<br />

To adjust a sound, move the virtual slider with the mouse on the CIA. To hear the result of your<br />

adjustment, click the {Test} button respective to the sound type, located beneath the sliders.<br />

To turn off all sounds completely, error and advisory alike, click the {Turn Sounds Off} button. The<br />

sound area will then be replaced with a {Turn Sounds On} button, which can be pressed to<br />

reactivate audible signals in <strong>Ion</strong>.<br />

Level Wheel<br />

You can adjust the increment and acceleration effect of the level wheel from this screen as well.<br />

To alter the number of ticks in a full turn of the level wheel, adjust the slider labeled “LW ticks”. This<br />

will increase or decrease the amount of change effected when you use the level wheel. A higher tick<br />

setting will increase the amount of change resulting from one turn while lower settings will decrease<br />

the amount, making smaller adjustments easier to perform. The options range from 50 - 255 ticks.<br />

The default is 150.<br />

<strong>Ion</strong> also provides an adjustable acceleration feature for the Level wheel. This feature allows you to<br />

adjust the wheel’s sensitivity to fast adjustments, thereby temporarily overriding the number of ticks<br />

setting. To adjust the level wheel acceleration, use the virtual slider labeled “LW Acc. Factor”. The<br />

higher the slider setting, the less sensitive the level wheel will be to acceleration. The lower the<br />

setting, the more sensitive it is. When set low, the faster you move the wheel, the greater the<br />

increment covered by a revolution. When movement stops, the normal LW ticks will be reinstated.<br />

Encoder<br />

Similar to “LW Acc. factor” (see above), the encoder acceleration factor is used to adjust the<br />

acceleration of all encoders.<br />

To adjust the encoder acceleration, use the virtual slider labeled “Encoder Acc. Factor”. The higher<br />

the slider setting, the less sensitive the level wheel will be to acceleration. The lower the setting, the<br />

more sensitive it is.<br />

“Encoder Tic Freq.” can be used to increase or decrease the number of ticks in a full turn of the<br />

encoder.<br />

{Face Panel Keypad}<br />

This screen allows you to adjust the auto repeat settings (delay and speed) for the facepanel<br />

keypad as well as enable/disable the blackout and grandmaster functions for your <strong>Ion</strong>.<br />

102 <strong>Ion</strong> Operations Manual


{Displays}<br />

This desk setting button gives you access to the <strong>Ion</strong> display settings.<br />

High Contrast Display<br />

This button toggles the setting between “Enabled” and “Disabled”. When enabled, high-contrast<br />

brightens the cue numbers and channel numbers in displays and also brightens the magenta used<br />

to show tracked values.<br />

The default setting for this is “Disabled”.<br />

Show Reference Labels<br />

This button toggles the setting between “Enabled” and<br />

“Disabled”. When enabled, referenced record targets (such<br />

as presets or palettes) with labels will have their labels<br />

displayed in the live/blind display rather than their target<br />

type and number. [Label] can be used to toggle between<br />

views.<br />

Reference<br />

labels<br />

The default setting for this is “Disabled”.<br />

Group Chans By 5<br />

You can turn off/on the grouping of channels in groups of 5<br />

in the live summary view from this field.<br />

The default for this setting is “Enabled.”<br />

User Id<br />

You can Change the User ID for the console by selecting this button and entering a number from the<br />

keypad. For more information on User ID see About User ID, page 288.<br />

100 Channel Display<br />

This setting can be used to display 100 channels at a time in the live summary view. The default for<br />

this setting is “Disabled.”<br />

Cmd Line on PSD<br />

This setting can be used to display an optional command line on the Playback Status Display. The<br />

default for this setting is “Disabled”.<br />

7 Setup 103


{PDF File Settings}<br />

This screen allows you to select the orientation and paper type for PDF files.<br />

{LCD Settings}<br />

This screen allows you to adjust the brightness and contrast settings for the <strong>Ion</strong> LCD and the fader<br />

wing LCDs.<br />

{Fader Wing Config}<br />

This screen allows you to manually configure the positions of fader wings connected to the <strong>Ion</strong>. The<br />

console will default to configuring the wings on its own.To manually configure, you must click on the<br />

{Manual Config. Off} softkey.<br />

Clicking on the {Manual Config. Off} button turns manual configuration on and displays the Fader<br />

Wing Configuration screen.<br />

104 <strong>Ion</strong> Operations Manual


Clicking {Identify} will display numbers on each wing’s display to aid in configuration. The numbers<br />

do not identify the wings as to their actual order. Order is determined from left to right. The left most<br />

wing will contain the first faders, unless a 1x20 wing is attached. A 1x20 will always contain the first<br />

faders regardless of other wings to the left of it.<br />

Click and drag the wings to match your physical layout. Click {Apply} to save the changes. Clicking<br />

{Reset} will restore to the last saved configuration. Clicking {Manual Config. On} will turn off<br />

manual configuration and will require a restart of the application before the console will<br />

automatically configure the wings.<br />

{RFR Settings}<br />

This screen is for allowing RFR connections. The default setting is “Enabled”.<br />

Security<br />

This feature will be available in a future release.<br />

7 Setup 105


106 <strong>Ion</strong> Operations Manual


Chapter 8<br />

Basic Manual Control<br />

<strong>Ion</strong> provides a variety of ways to select and command control channels. This chapter identifies the<br />

many basic ways you can select channels and manipulate show data within <strong>Ion</strong>.<br />

This chapter contains the following sections:<br />

• Selecting Channels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108<br />

• Setting Intensity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110<br />

• Manual Control of Non-intensity Parameters (NPs) . . . . . .111<br />

• Home. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119<br />

• Lamp Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121<br />

• Using +% and -% . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122<br />

• Remainder Dim. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123<br />

• Highlight and Lowlight . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125<br />

• Sneak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126<br />

• Flip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126<br />

• Channel Check. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127<br />

• Address at Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127<br />

• Address Check. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127<br />

• Using {Move To}. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128<br />

8 Basic Manual Control 107


Selecting Channels<br />

<strong>Ion</strong> provides interactive ways to select channels including the control keypad and direct selects.<br />

Channels are deselected when any action is taken on the keypad that is unrelated to manual<br />

control, such as recording groups and cues, or updating a record target, etc. You can also press<br />

[Clear] after a terminated command line to clear the channel selection.<br />

Select Channels From the Keypad<br />

The keypad defaults to selecting channels, therefore no channel key is provided. Channels may be<br />

selected on the control keypad using the [+], [-], and [Thru] keys for consecutive or nonconsecutive<br />

channel selection.<br />

The following examples illustrate various methods of selecting channels from the control keypad:<br />

• [5] [Enter] - selects channel 5.<br />

• [5] [+] [7] [Enter] - selects non-consecutive channels 5 and 7.<br />

• [5] [thru] [9] [Enter]- selects channels 5 through 9.<br />

• [2] [thru] [8] [-] [5] [Enter] - selects a range of channels 2 through 8, except channel 5.<br />

• [-] [6] [Enter] - removes channel 6 from the current selection list.<br />

• [+] [1] [Enter] - adds channel 1 to the current list of channels.<br />

Note:<br />

You may use [+] and/or [-] multiple times to add or remove multiple channels from<br />

the selection. [Thru] lists may be entered in ascending or descending order.<br />

Note: The [Thru] command uses the current flexichannel state. Channels not included<br />

in the flexichannel mode (except selected channels mode) are not collected in a<br />

thru range. [Thru] [Thru] can be used to collect all channels in the range, even if<br />

they are not in the current flexi mode. See “Using Flexichannel” on page 40.<br />

108 <strong>Ion</strong> Operations Manual


[Next] and [Last]<br />

The [Next] and [Last] buttons increment and decrement channel selection. If only one channel is<br />

selected, [Next] increments the channel selection to the next sequential channel, while [Last]<br />

decrements the channel selection by one.<br />

Select channel 10 then change the selection to channel 11 using the [Next] key:<br />

• [1] [0] [Enter]<br />

Channel 10 is selected with a gold outline around the entire channel and the channel<br />

number is indicated in white.<br />

• [Next]<br />

Channel 11 is now selected with a gold outline and white channel number while channel 10<br />

is no longer selected.<br />

If there is no specific channel selected when [Next] or [Last] is pressed, channel 1 is selected.<br />

When a group of channels is selected, pressing [Next] or [Last] selects the first or last channel in<br />

the channel list.<br />

For Example:<br />

Channels 11 through 20 are selected:<br />

• [Next]<br />

Channels 11 through 20 are still the specified channel list but only channel 11 is selected<br />

for control. You can now sequentially press [Next] or [Last] to cycle through the list. Press<br />

[Select Last] to reselect the entire range.<br />

Note:<br />

Offset<br />

[Next] and [Last] work with the current flexichannel state. See “Using<br />

Flexichannel” on page 40.<br />

{Offset} is a feature used to select a range of channels from a broader channel selection. For the<br />

offset feature to function, you must first select a group of channels, then press {Offset}. When<br />

{Offset} is pressed, the softkeys change to the following: {Even}, {Odd}, {Reverse}, and<br />

{Random}. These keys, along with the numeric keys from the keypad are used to create channel<br />

offsets. These channel commands can be combined with group record functions.<br />

The following examples illustrate how offset works:<br />

• [1] [thru] [10] {Offset} {Even} [Enter] - selects channels 2, 4, 6, 8, 10.<br />

• [1] [thru] [2] [0] {Offset} [3] [Enter] - from the selected group, this syntax would select<br />

channels 1, 4, 7, 10, 13, 16, 19 which is an offset of every third channel from the selection.<br />

• {Group 5} {Offset} {Random} [Enter] - selects all channels in Group 5 and places them in<br />

random order. This selection may be used only temporarily or it may be recorded to a new<br />

Group.<br />

• [1] [thru] [2] [0] {Offset} {Even} {Random} [Enter] - selects all even channels within the<br />

range and puts them in random order.<br />

• {Offset} [4] [Enter] -selects every fourth channel in the current channel selection.<br />

8 Basic Manual Control 109


Setting Intensity<br />

Channel intensity may be manually entered from the keypad, set with an intensity palette (if<br />

programmed) or set with the level wheel. Pressing [At] after channel selection assumes an<br />

intensity value will be added to the selected channels. You may also use the [Full] button to bring<br />

the selected channels to their full intensity or you may use the [Out] button to fade the intensity out.<br />

Use the Level ([Full][Full]), +% ([At] [+][+]) and -% ([At] [-][-]) keys to affect the intensity value of<br />

selected channels. Each of these keys are set at a specific value established in the Setup ({Manual<br />

Control}, page 101).<br />

• Level is set by default to full (100% intensity).<br />

• +% and -% are each set by default value of 10 points.<br />

The following examples illustrate the various methods of setting intensity:<br />

• [1] [+] [3] [At] [5] [Enter] - selects channels 1 and 3, and sets an intensity level of 50%.<br />

• [1] [thru] [5] [-] [4] [Full] [Enter] - selects a range of channels 1 through 5, except channel<br />

4, and sets the intensity to full.<br />

• [1] [thru] [8] [At] [+] [3] [Enter] - adds 30% to all intensities in the channel selection. If they<br />

were at 50, they will now be at 80. If channels 1, 3, and 5, were at 30 and 4 was at 50, they<br />

would be 60% and 80% intensity, respectively.<br />

• [5] [thru] [8] [At] [-] [3] [Enter] - scales the intensities of the selected channels in the list down<br />

30% of their current values.<br />

• [1] [thru] [4] [At] [/] [1] [3] [0] [Enter] - scales the intensities of the selected channels in the<br />

list up 30% of their current values. If channels 1 through 4 were at 40% intensity, this would<br />

scale them up by 30% to a value of 52.<br />

• [2] [+] [5] [level wheel] - roll the wheel up for greater intensity or down for less intensity.<br />

• [1] [Full][Full] - selects channel 1 and sets it to the level as established in Setup.<br />

• [Group] [9] [Out] - selects all channels in Group 9 and sets the intensity values for those<br />

channels to zero. As long as channels are on the command line you can continue to address<br />

them with commands without having to reselect them.<br />

• 1] [0] [At] [At] - selects channel 10 and sets an intensity level of full.<br />

For Example:<br />

• [1] [thru] [5] [Full] [Enter]<br />

The selected channels are highlighted in gold, with white channel text and red intensity<br />

values (indicating manual data). You may continue to modify channels 1 through 5 since<br />

they are still selected and displayed on the command line.<br />

• [At] [-][-] [At] [-][-]<br />

This command would reduce the intensity of channels 1 through 5 by 20%.<br />

• [at] [7] [5] [Enter]<br />

You can continue manipulating the selected channels so long as the channels are selected and<br />

displayed on the command line.<br />

Level Wheel<br />

You may set intensity for selected channels or addresses using the level wheel. Rolling the level<br />

wheel upwards increases intensity. Rolling it downwards (towards you) decreases it.<br />

110 <strong>Ion</strong> Operations Manual


Manual Control of Non-intensity Parameters (NPs)<br />

Non-intensity parameters can be set with a variety of controls including the control keypad, buttons<br />

on the central information area (CIA) and the encoders.<br />

Parameter Display<br />

The parameter display in the CIA is populated with only those parameters that are found in the<br />

patched devices. As channels are selected, the parameter display will change to show only<br />

parameters relevant to the selected channels.<br />

The parameters are divided into the following categories: Intensity, Focus, Color and Beam. Each<br />

parameter category is represented with buttons at the bottom of the CIA. These buttons allow you<br />

to select the entire collection of all parameters within that category in one button press. You can<br />

also select a single parameter from a category using that parameter’s button in the parameter<br />

display.<br />

Beam has three subcategories which correspond to the way the encoders are mapped. They are<br />

{Shutter}, {Image}, and {Form}. These subcategories are represented with buttons in the CIA.<br />

Pressing these buttons allows you to select all parameters within those subcategories.<br />

Within the CIA, in the upper left corner, notice the {All NPs} button. When pressed, this collects all<br />

non-intensity parameters for further editing.<br />

Some examples of using parameter buttons are:<br />

• [1] {Iris} [5] [Enter] - Places the iris parameter of channel 1at 50%.<br />

• [Group] [4] {Zoom} {Edge} [Out] [Enter] - Sends any zoom and edge values for all fixtures<br />

in group 4 to 0%.<br />

8 Basic Manual Control 111


Setting Parameters with the Keypad<br />

When the CIA is placed in parameter mode, all parameters of selected channels may be given<br />

numeric values through the keypad. Linear devices can be provided instructions from 0 to100, pan<br />

and tilt are controlled from -270 to 270 and -135 to 135 respectively. Saturation controls are<br />

represented from 0 to 360 and Hue controls are represented from 0 to 100. CMY and RGB are<br />

represented from 0-255.<br />

When no channels are selected, the CIA shows all of the parameters that are available in the<br />

lighting system. When channels are selected, the CIA condenses to show only the parameters that<br />

are appropriate to the selection set. If channels are selected that have different device types, such<br />

as spot and wash lights, the CIA will show all of the available parameters. Parameters that are not<br />

available to all channels are greyed out.<br />

The following examples illustrate how to set parameter values with the keypad:<br />

• [5] {Iris} [5] {Zoom} [6] [5] {Edge} [5] [Enter] - sets channel 5 to an iris value of 50%, a zoom<br />

value of 65%, and an edge value of 50%.<br />

Note:<br />

Pressing down on an encoder will place the associated parameter onto the<br />

command line for numeric entry.<br />

Setting Non-intensity Parameters with the Encoders<br />

Encoders provide a quick method to adjust current values for non-intensity parameters. The four<br />

encoders are pageable using the six encoder page buttons to the upper right of the encoder LCD.<br />

The encoder page buttons consist of: [Focus], [Custom], [Color], [Form], [Image], and [Shutter].<br />

Form, Image and Shutter are subcategories within the broader parameter category of Beam.<br />

• Focus - includes pan and tilt control.<br />

• Custom - includes intensity and intensity MSpeed.<br />

• Color - includes all color mixing controls (CMY, RGB, HS), as well as scrollers, color wheels<br />

and color effects.<br />

• Form- includes parameters that affect the quality or size of the light output, such as edge,<br />

zoom, iris, IMF, frost, etc.<br />

• Image - includes anything that drops into the gate, such as gobos, effects wheels, etc.<br />

• Shutter - includes all of the framing devices for the luminaire.<br />

The LCD beneath the encoders indicates the parameters they control and provides additional<br />

information about the current status of those parameters. Encoder pages populate with parameters<br />

relevant to fixtures in the show patch. When you access a parameter page, controls that are not<br />

available for selected channels are suppressed.<br />

112 <strong>Ion</strong> Operations Manual


Encoder LCD screen<br />

The encoder LCD displays the active parameter category loaded on the encoders, as selected by<br />

the page buttons. Each encoder has an associated control section in the LCD that provides visual<br />

indication of:<br />

• The parameter it controls.<br />

• The current setting (value) of the parameter.<br />

For Example:<br />

Encoder<br />

wheel 1<br />

Encoder<br />

wheel 2<br />

Encoder<br />

wheel 3<br />

Encoder<br />

wheel 4<br />

The above graphic shows the encoder LCD displaying the focus parameters for a moving<br />

light.<br />

• Encoder 1 is controlling pan.<br />

• Encoder 2 is controlling tilt.<br />

• Encoder 3 is controlling position MSpeed.<br />

• Encoder 4 is not assigned.<br />

Pressing a different encoder page key loads the encoders with other parameters of that type (if<br />

available).<br />

8 Basic Manual Control 113


Encoder paging<br />

The number of pages for each category is displayed at the right of the LCD. You can go directly to<br />

the page required by pressing the encoder page button and a page number. For example:<br />

• {Form} & [3] - this will take you to the third page of the form category.<br />

Information in the encoder LCD is only as accurate as the patch information for that channel. For<br />

example, when you are working with color scrollers, the standard manufacturer color frames will be<br />

displayed for scroller controls unless you have created a custom scroll for the selected channel in<br />

patch using the Scroll Editor.<br />

When you have created a new scroll or wheel in patch for any channel and that channel is selected,<br />

the custom information is displayed in the associated encoder LCD. See “Creating a new scroll or<br />

wheel” on page 76.<br />

The encoder pages change depending on the channels selected. Below are scenarios to explain<br />

some of the possible operating conditions:<br />

• Parameters that are in the show patch but do not apply to the selected channels are<br />

suppressed. The parameter name will be displayed in grey, but controls will be withheld as<br />

they are not applicable to the selected channel.<br />

• When a group of channels is selected with some parameters that are similar but others that<br />

are not, the following will occur:<br />

• Parameters that are shared by all selected channels are displayed in white, with control<br />

provided for all channels.<br />

• Parameters that are available to some, but not all, of the selected channels are<br />

displayed in grey, with all available controls indicated. You may use these controls but<br />

the channels that do not support the relative parameters will not respond to the actions.<br />

• Parameters that none of the selected channels support are displayed grey, with only<br />

the parameter name shown.<br />

• When you access a parameter page, the encoder wheels will automatically load and display<br />

the first page that has a valid parameter for the selected channels.<br />

Encoder softkeys<br />

If you press the encoder for any parameter, the softkeys change to display options relevant to that<br />

parameter. These may include {Home}, {Last} and {Next}, or {Min} and {Max}, and depending on<br />

the type of parameter, a {Mode} or {Calibrate} button.<br />

Home<br />

Each parameter has an associated {Home} softkey. This accesses any parameter and returns it to<br />

its default position. Additionally, the control keypad has a [Home] key. The [Home] key on the<br />

control keypad is a channel level instruction, meaning the entire luminaire will return to its home<br />

position unless you modify the instruction by selecting specific parameters or parameter categories.<br />

The following examples illustrate use of these two keys, both from the control keypad and the<br />

softkeys:<br />

• {Home} - when pressed from the encoder LCD, only the associated parameter of the selected<br />

channels will return to its home position.<br />

• [1] {Home} [Enter] - homes all non-intensity parameters of channel 1. When this command<br />

overrides playback data, it results in a manual value for the associated parameters. When this<br />

command is an override of only manual data, it returns the parameters to their home position<br />

and removes the manual setting.<br />

• [1] {Color} [Home] [Enter] - homes all of the color data for channel 1. You may also use the<br />

[Color] encoder page button for this command.<br />

114 <strong>Ion</strong> Operations Manual


Min and Max<br />

{Min} and {Max} are displayed when the parameter is linear, such as a shutter. Use these keys to<br />

set a minimum and a maximum setting for a parameter.<br />

Next and Last<br />

{Next} and {Last} are displayed when the parameter is segmented such as a fixed gobo or color<br />

wheel or a color scroller. Use these keys to increment or decrement in full frames.<br />

Mode<br />

The {Mode} key is provided to select different modes for the encoder wheel such as rotate, index,<br />

or special effects.<br />

• When more than two modes are available, the {Mode} key can be pressed repeatedly,<br />

advancing through the various modes. Each mode will display beneath the current<br />

parameter setting.<br />

• When only two modes are available, the alternate mode is indicated instead of a<br />

{Mode} key. Toggling that button switches the encoder wheel to the alternate mode.<br />

Flip<br />

The {Flip} button, available in the Pan/Tilt section of the encoder LCD, is used to flip the unit into its<br />

exact same position, but from the other direction. Depending on the current values of pan and tilt,<br />

there may be multiple flips.<br />

Trackball On/Off<br />

The {TrckbllOn/Off}, as displayed in the Pan/Tilt section of the encoder LCD when either the pan<br />

or tilt encoder is held down, is used to give pan and tilt functionality to a mouse or trackball<br />

device.When this function is turned on, above the CIA will be a message saying “Cursor as Pan/<br />

Tilt”.<br />

Multiple Encoder Control<br />

When parameters require more than one encoder for full control, the encoder LCD provides<br />

indication that the encoders are related to each other by name. Typically, additional modes will load<br />

on other pages but will reference the master parameter unique name. If there are multiple instances<br />

of a device in a single channel (such as two fixed gobo wheels or two color wheels, etc.), each<br />

device will load onto separate encoders.<br />

Virtual Encoders<br />

You can use the virtual encoder module to view encoder information in a format more similar to Eos.<br />

Virtual encoders can be opened on the display and manipulated with the mouse. Color tiles, gobos,<br />

and other information can be viewed in the virtual encoder display. Encoder buttons are more<br />

readily available to you from the virtual encoders as well.<br />

To use the virtual encoders<br />

Step 1: Navigate to Browser>Virtual Controls>Encoder.<br />

Step 2: Select {Open as Primary Display} in the CIA options. The virtual encoders will open<br />

on the display.<br />

Step 3: Manipulate the actual encoders and view the data available to you on the virtual<br />

encoder display.<br />

Step 4: When you are done with the virtual encoders, press [Live] or [Blind] to return to the<br />

normal display.<br />

8 Basic Manual Control 115


Form Control<br />

Form (a subcategory of Beam) collects the parameters that affect the quality of the beam, including<br />

the iris, edge, frost, etc. ‘Shutter’ and ‘Image’ are the other two subcategories of Beam.<br />

When the [Form] encoder page button is selected, the LED will illuminate and the encoders<br />

automatically populate with the “Form” parameters as specified in the show patch. If there are more<br />

parameters in the show patch than will fit on the first page of the encoders, press the [Form] button<br />

again to page through the remaining parameters in the category or press [Form] and a page<br />

number to jump to a specific page.<br />

The form parameters may include:<br />

• Edge - controls the hard and soft qualities of a spot luminaire. While some fixtures may call<br />

this parameter “focus”, it is always represented as “edge” in <strong>Ion</strong>, to avoid confusion with<br />

“Focus” which refers to pan and tilt data. The edge encoder provides two buttons, [Hard] and<br />

[Soft], which set the selected luminaire to its hardest (sharpest) edge or its softest edge. These<br />

values are set to the system default value for the selected luminaire, but may be modified as<br />

required on a per fixture basis.<br />

• Iris, Zoom, Strobe and IMF- each parameter has in/out, narrow/wide, or fast/slow settings.<br />

Iris and Zoom also have programmable limits, called in/out and narrow/wide respectively. The<br />

strobe mode setting varies based on the fixture type.<br />

Image Control<br />

Image is the collection of parameters that affect the contents of the beam (gobo, prism, effects<br />

wheel, etc.).<br />

116 <strong>Ion</strong> Operations Manual


Shutter Control<br />

Pressing the [Shutter] button displays shutter controls, if there are any fixtures with framing<br />

devices patched.<br />

Press the [Shutter] button again to access the additional shutter controls, available to the specific<br />

channel.<br />

Color Control<br />

Depending upon the specific device, color can be established manually with the encoders using:<br />

• CMY color-mixing<br />

• Hue and saturation color mixing<br />

• RGB color-mixing<br />

• Selection from a color wheel or scroller<br />

You may also specify color by using the hue and saturation (HS) color picker and gel picker.<br />

It is also possible to set non-intensity parameter data with direct entry using the control keypad and<br />

using the parameters on the CIA.<br />

• [1] [At] [4] {Cyan} [5] [5] [Enter]<br />

Note:<br />

Custom Control<br />

Color scroller data will display on the encoders and displays as frame numbers,<br />

F1, which would be frame 1, F2 for frame 2, etc. F1.5 is halfway between 1 and 2.<br />

F2+ will display if the frame is less than 2.5 and F2- if the frame is greater than 1.5.<br />

After the frame number, the gel number will also be displayed.<br />

Frame numbers can be used from the command line. [2]{Scroller}[5][Enter] will<br />

send channel 2’s scroller to frame 5. Frames can also be selected by using the<br />

DMX address for that frame. Pressing [/] twice will post DMX to the command line.<br />

[3] {Scroller} [/][/][2][5][5] [Enter] will send channel 3’s scroller to the frame with<br />

the DMX address of 255.<br />

Pressing the [Custom] button displays intensity controls.<br />

8 Basic Manual Control 117


Using the Color Picker<br />

Press the [Displays] button and select the {Color Picker} from the softkeys to display the color<br />

picker in the CIA.<br />

Within the color picker, you will<br />

see columns of buttons to the<br />

right. The first button {Color<br />

Format} is for toggling between<br />

native (RGB, CMY, color scroller,<br />

or color select) and hue and<br />

saturation. The other buttons are<br />

manufacturer catalogs of gels. To<br />

display a specific manufacturer’s<br />

catalog, press the specific<br />

manufacturer or catalog and<br />

select the desired gel. The<br />

{Bright. to Full} button will only<br />

appear if selected channels have<br />

a brightness parameter.<br />

When channels are selected and a specific gel is chosen, the color picker will show a dot which<br />

represents the selected fixture(s). The dot is a visual indication of the color each fixture can<br />

accommodate, closest to the gel selected. This tool is most useful when color matching between<br />

different fixture types to maintain an even field of color. You can click in the picker to go to the hue<br />

and saturation values or you can match a specific gel color from the manufacturers’ list on the right.<br />

Selecting a specific gel will also produce the hue and saturation value.<br />

What is Hue and Saturation?<br />

Hue is the actual color. It is measured in angular degrees around the cone<br />

starting and ending at red = 0 or 360 (so yellow = 60, green = 120, etc.).<br />

Saturation is the purity of the color, measured in percent from the center of<br />

the cone (0) to the surface (100). At 0% saturation, hue is meaningless.<br />

Brightness is measured in percent from black (0) to white (100). At 0%<br />

brightness, both hue and saturation are meaningless.<br />

Gel colors can also be manually entered into the command line. [6] [Color] [1] [/] [1050] [Enter]<br />

assigns Apollo gel number 1050 to channel 6. Each of the manufacturers have been assigned a<br />

number, which can be seen beside their name in the Color Picker display.<br />

When channels are selected, a black line may appear in the color picker. This line indicates what<br />

colors can be mixed by the fixture. If a color lies outside of the line, that color is out of the range of<br />

that device. If no black line is visible, the fixture has not yet been calibrated and the color matching<br />

will be approximated.<br />

The gel picker is normalized to 3200 degrees. Therefore, if you are setting Rosco 80 (R80) on a arc<br />

source device, it will appear to be the same color as R80 on an incandescent source.<br />

Encoders<br />

When both CMY and RGB mixing systems are present in the lighting system, they take priority in<br />

the encoder mapping, followed by fixed wheels, then scrollers. A CMY color mixing fixture may not<br />

be placed in RGB mode, nor can an RGB fixture be placed in CMY mode.<br />

• When the device is a fixed color wheel or a color scroller, you can use the encoder to select<br />

the desired frame. Pressing the {E} expands the display to include a button for each frame<br />

indicated with both a location number (example: “#5”) and a label (example: “Rosco R80”).<br />

The specific colors within the scroller or wheel are specified in patch. See “Creating a new<br />

scroll or wheel” on page 76.<br />

118 <strong>Ion</strong> Operations Manual


Home<br />

<strong>Ion</strong> is equipped with a [Home] hardkey. This hardkey allows you to home a specific parameter.<br />

Additionally, you may home all of a channel’s non-intensity parameters or home only a specific<br />

category (I, F, C, B).<br />

Homing a channel, category, parameter, or submasters will return it to the default value.<br />

• [1] [Home] [Enter] - homes all parameters for channel 1, except intensity.<br />

• [1] [Color] [Home] [Enter] - homes all color parameters for channel 1.<br />

• [Group] [1] [Color] [Focus] [Home] [Enter] - homes the color and focus parameters of all<br />

channels in group 1. You can use the category keys in the CIA or the encoder paging keys.<br />

• [Sub] [1] [Home] [Enter] - homes submaster 1.<br />

• [Sub] [1] [Thru] [Home] [Enter] - homes all submasters.<br />

You can select a preset to provide home values for non-intensity parameters (instead of fixture<br />

library default values) when home commands are used. Store a preset with modified home values<br />

for only the channel parameters you would like at a different value than default. And then assign<br />

that preset to Home in Setup (see Show Settings, page 95). Intensity will disregard the preset<br />

value. Any channels that are not included in the preset assigned to Home in Setup will use their<br />

library defaults.<br />

Select Last<br />

The [Select Last] key allows you to reselect the previous channel selection. This includes multiple<br />

channel selections, groups, and so on. Using [Select Last] [Select Last] you can recall the last<br />

completed command line. However [Select Last] [Select Last] will not terminate the command<br />

line, [Enter] is required.<br />

When pressed and held, the softkeys on <strong>Ion</strong> change to display the following additional options:<br />

• {Select Active} - selects all active channels.<br />

• {Select Manual} - selects all channels with manual data.<br />

• {Select All} - selects all channels.<br />

8 Basic Manual Control 119


Multiple Intensity Channels<br />

When a multiple intensity channel is patched, <strong>Ion</strong> assigns it a master intensity. The master intensity<br />

can be used to control the multiple intensities together. The master intensity is handled in the same<br />

way as the intensity of a single intensity channel. Levels can be set via the level wheel, from the<br />

keypad, and the encoders. Master intensity can also be set via the parameter buttons in the CIA.<br />

{Intens} controls the master intensity. The other intensities will default to 100%.<br />

Control of the individual intensities of a multiple intensity channel is handled using keypad with the<br />

parameter buttons in the CIA (see Manual Control of Non-intensity Parameters (NPs), page 111) or<br />

the encoders. Pressing the [Custom] button will map the intensity parameters to the encoders. You<br />

can either use the encoder itself to adjust the level or you can press down the encoder of the<br />

parameter you wish to put on the command line.<br />

Levels assigned to the individual intensities will act independent of each other and the master<br />

intensity.<br />

• [1][0][0] {Intens 3} [At] [5][0] - sets intensity 3 of channel 100 to 50% intensity.<br />

• [1][0][0] [At] [7][5] - sets the master intensity of channel 100 to 75% intensity. All<br />

intensities for channel 100 will be set to 75% unless they have a separate intensity set.<br />

In Table view, <strong>Ion</strong> will default to showing all intensity parameters associated with the channels.<br />

In summary view, the master intensity is shown. If one of the<br />

multiple intensities has a value, an ‘+’ will display beside the<br />

master intensity.<br />

indicates that<br />

there is a level<br />

set from an<br />

individual<br />

intensity<br />

120 <strong>Ion</strong> Operations Manual


Lamp Controls<br />

Lamp controls allow you to execute control functions of selected fixtures such as calibrate, douse<br />

lamp, strike lamp, and reset. Each fixture type has its own set of lamp control options which are<br />

available to you when you select the fixture from live and press the {Lamp Cntrls} softkey. This<br />

information is also available using [About] (see Using About, page 245).<br />

For Example:<br />

• [1] [1] [Enter] {Lamp Cntrls}<br />

-or-<br />

• [1] [1] [Enter] [About] {Lamp Cntrls}<br />

This screen displays any lamp controls associated with the selected channel (this is also the “Lamp<br />

Control” subscreen of About). If the channel is a conventional (intensity-only) fixture, no parameters<br />

will be displayed. When the selected channel is an automated luminaire, options specific to the<br />

fixture type will display for use.<br />

Exit the lamp controls display by pressing [Displays].<br />

Pressing any of these parameter control<br />

buttons will affect the selected channel<br />

immediately.<br />

8 Basic Manual Control 121


Using +% and -%<br />

Use +% and -% to incrementally change parameter values. To access this function on <strong>Ion</strong>, press<br />

[At] [+][+] or [At] [-][-]. By default, +% and -% are assigned a value of 10. This can be changed in<br />

Setup. This can be used with any parameter.<br />

Channel Intensity<br />

When channels are selected, pressing [At] [+][+] increments the intensity level by 10 (or by the<br />

value established in setup, see {Manual Control}, page 101). Alternatively, you may press [At] [-][-<br />

] to decrement the intensity level by 10. You may use these keys consecutively to “add to” or<br />

“subtract from” the intensity level.<br />

For Example:<br />

Select channels 1 through 10 and set them to an intensity level of 45% from the keypad.<br />

• [1] [thru] [1] [0] [at] [4] [5] [Enter]<br />

Change the intensity level to 65% using +% which is set to its default value of 10% in the<br />

setup menu.<br />

• [At] [+][+] [At] [+][+]<br />

Non-intensity Parameters<br />

+% and -% may be used to incrementally adjust non-intensity parameters as well.<br />

For Example:<br />

• [1] {Iris} [At] [+][+] [At] [+][+]<br />

• [Zoom] [At] [-][-] [At] [-][-]<br />

122 <strong>Ion</strong> Operations Manual


Remainder Dim<br />

[Rem Dim] temporarily provides a zero intensity to all channels except those that are currently<br />

selected, those that are parked, or those with intensity contributions from submasters. If the<br />

remainder dim command is reversed, the stage returns to its previous state. You may use the<br />

following commands for remainder dim:<br />

• [Next] and [Last]- moves through the channel list.<br />

• [select channels] [Rem Dim] [Enter] - sets all non-selected channels to zero<br />

• [Rem Dim]- clears the rem dim function and returns the stage to its previous state<br />

Pressing [Rem Dim] again releases all channels from rem dim mode and restores the stage to its<br />

previous state. Using the [Next] and [Last] buttons releases the current selected channel from<br />

Remainder Dim mode and sets its intensity to zero, while selecting the next or last channel and<br />

continuing Rem Dim operation.<br />

For Example:<br />

Assume channels 5 through 9 are selected and set at an intensity level of 50% and<br />

channels 10 through 15 are selected and set at an intensity level of 70%. Select channel 9<br />

and dim the remaining channels.<br />

• [9] [Rem Dim] [Enter]<br />

Channel 9 is set at an intensity level of 50% and all remaining channels are dimmed to zero.<br />

• [Next]<br />

Selecting [Next] changes the channel selection to channel 10 which is set at an intensity<br />

level of 70%, the level set in the previous state, and all remaining channels including<br />

channel 9, are dimmed to zero.<br />

[Rem Dim] can be used in groups including the use of [Next] and [Last] buttons to progress<br />

through the channels within the selected group.<br />

For Example:<br />

Assume you have group 1 selected (includes channels 1 through 10) with an intensity value<br />

of 50%, group 5 selected (includes channels 11 through 20) with an intensity value of 70%,<br />

and group 7 selected (includes channels 21 through 30) with an intensity value of 100%<br />

• [Group] [1] [at] [5] [Enter]<br />

• [Group] [5] [at] [7] [Enter]<br />

• [Group] [7] [at] [Full] [Enter]<br />

Select only Group 1 and dim the remaining Groups using the [Rem Dim] feature.<br />

• [Group] [1] [Rem Dim] [Enter]<br />

Channels 1 through 10 are selected with an intensity value of 50%, and all remaining<br />

channels are at a 0% intensity. You may progress channel by channel through the selected<br />

group (Group 1, channels 1 through 10) using the [Next] or [Last] key. Each press of the<br />

[Next] or [Last] key cycles you through only the channels of the selected group.<br />

Using [Next] or [Last] negates the ability to return to the previous stage state by using<br />

[Rem Dim].<br />

8 Basic Manual Control 123


You can set the dim level for all remainder dim commands in Setup (see {Manual Control}, page<br />

101). When set to a value other than zero, all rem dim commands will bring intensity to this level<br />

instead. However it won’t bring an intensity up. For example, if the rem dim level in setup is set to<br />

50%, [Rem Dim] will drop any value above 50% to 50%, but not add intensity to any channels<br />

below 50%.<br />

It is possible to override the dim level temporarily by specifying a level after the [Rem Dim]<br />

command.<br />

[Rem Dim] can also be used to exclude channels from a submaster or cues during a [Record] or<br />

[Update].<br />

For Example:<br />

Using [Rem Dim] You can modify which channels are recorded in the submaster. For this<br />

example, assume that channels 1 through 10 are at full. You’ve recorded that to submaster<br />

one. Using [Rem Dim], you can modify the record so only channels 1 through 5 are<br />

recorded to the submaster.<br />

• [1] [Thru] [1] [0] [At] [Full] [Enter]<br />

• [Record] [Sub] [1] [Enter]<br />

• [1] [Thru] [5] [Record] [Sub] [1] [Rem Dim] [Enter]<br />

The same works for [Update]. Using the same example, the submaster can be updated to<br />

contain only channels 1 through 5 at full.<br />

• [1] [Thru] [1] [0] [At] [Full] [Enter]<br />

• [Record] [Sub] [1] [Enter]<br />

• [1] [Thru] [5] [Update] [Sub] [1] [Rem Dim] [Enter]<br />

Without the [Rem Dim] command, the submaster would still contain channels 1 through 10<br />

at full.<br />

A [Rem Dim] command can also be used on a selective cue record. It will force any channels not<br />

included in the record, but are tracking forward from a previous cue, to zero.<br />

124 <strong>Ion</strong> Operations Manual


Highlight and Lowlight<br />

<strong>Ion</strong> can be placed in Highlight or Lowlight mode. Channels selected while in these modes will either<br />

go to a default setting, or to a value provided by a highlight/lowlight preset (established in setup).<br />

Modifications can then be made to those channels. Any changes will be maintained when the<br />

highlight/lowlight mode is removed.<br />

Highlight is very useful to isolate and adjust individual fixtures. Lowlight is simply an alternative<br />

state that might be useful at different points in programming (for example, perhaps you want<br />

shutters to be open for Highlight, but not so in Lowlight).<br />

To place <strong>Ion</strong> in highlight mode, press {Highlight} [Enter]. The command line will show that<br />

highlight is currently in use.<br />

If no highlight preset is established, or for channels that have no value stored in the highlight preset,<br />

the following values will be applied to channels as they are selected:<br />

• Intensity - full<br />

• Focus parameters - no change from present state<br />

• Color parameters - home value<br />

• Shutter parameters - no change from present state<br />

• Image parameters - home value<br />

• Form parameters - no change from present state<br />

For Example:<br />

Assume you want to adjust the pan/tilt positions of Group 4, which is currently in Focus<br />

Palette 7.<br />

Step 1: Enter Highlight mode - Press {Highlight} [Enter].<br />

Step 1: Select group 4 - [Group] [4] [Enter].<br />

Step 2: Press [Next] to select the first channel only.<br />

Step 3: Adjust pan/tilt as desired.<br />

Step 4: Press [Next] to advance to the next channel.<br />

Step 5: Continue these steps until all channels have been modified as necessary. Either of<br />

these adjusted pan/tilt positions to a new focus palette or update the current focus<br />

palette.<br />

Step 6: Press {Highlight} [Enter] to remove the highlight state.<br />

<strong>Ion</strong> can be placed in Lowlight mode by pressing {Highlight} {Highlight} [Enter]. The default<br />

settings for lowlight are the same as highlight.<br />

You may assign both a highlight and a lowlight preset in setup (see {Manual Control}, page 101).<br />

Any preset may be used. Channels/parameters that are not included in the presets assigned to<br />

Highlight and Lowlight will continue to use their default highlight values (see above).<br />

Highlight/Lowlight Rem Dim<br />

In addition to the highlight/lowlight preset, there is also a setting for {Highlight Rem Dim} in setup.<br />

When enabled and highlight/lowlight mode is active, the intensity for all non-selected channels are<br />

automatically set to the Rem Dim value established in setup, if that Rem Dim value is lower than the<br />

channel’s current intensity. This can be used to help further isolate the channels you are working<br />

with in Highlight/Lowlight Mode<br />

If you do not wish to enable Rem Dim globally in setup, you can specify a rem dim on the command<br />

line for temporary use.<br />

• {Highlight} [Rem Dim] [Enter]<br />

8 Basic Manual Control 125


Sneak<br />

The [Sneak] command (when a destination is not provided) removes manual changes from<br />

selected channels and allows the channels to sneak back to their background states (cue or<br />

submaster instruction, if any). For Expression users, this is similar to Release.<br />

If there is no background state from the playbacks, the channel parameters will be set to their home<br />

position. The sneak command follows the sneak timing default established in Setup (see Setup -<br />

{Manual Control}, page 101), unless a timing value is provided as part of the sneak command.<br />

The sneak command can also be used to send a channel parameter to a specific destination, either<br />

with or without timing. The following examples illustrate the various methods of using the sneak<br />

command:<br />

• [channel list] [Sneak] [Enter] - releases manual control, setting parameters to their<br />

background state. If there are current values for those parameters from a playback, those are<br />

the values that will be restored. If there are no values from a playback, the parameters are set<br />

to home (or default) position.<br />

• [channel list] [Color] [Sneak] [Enter] - sneaks color of the selected channels to the default<br />

or background state.<br />

• [Sneak] [Enter] - when no channels are selected, restores all channels with manual values<br />

to their background state.<br />

• [Sneak] [Sneak]- puts {AllNPs} [Sneak] on the command line, which sneaks out all nonintensity<br />

parameters. [Sneak][Sneak] is a self-terminating command.<br />

• [Sneak] [3] [Enter] - restores all channels with manual values to their background<br />

state in 3 seconds.<br />

• [Group] [5] [9] [Sneak] [Enter] - selects group 5 and sneaks it to color<br />

palette 9 using default sneak time.<br />

• [Group] [3] [at] [1] [Sneak] [7] [Enter] - selects group 3 and sneaks<br />

it to color palette 1 in 7 seconds.<br />

• [Sub] [4] [At] [5] [0] [Sneak] [2] [Enter] - selects submaster 4 and sneaks it to 50% in 2<br />

seconds.<br />

Note:<br />

When recalling a reference from the direct selects to use with the sneak<br />

command, the sneak command has to be entered before the reference.<br />

• [Chan][1] [Sneak] {Preset 1}- selects channel 1 and sneaks it to preset 1 using default sneak<br />

time.<br />

• [Chan][2][Sneak][2]{Intensity Palette 3} - selects channel 2 and sneaks it to<br />

intensity palette 3 in 2 seconds<br />

Flip<br />

The {Flip} feature is used to invert the pan and tilt values of selected channels to achieve the same<br />

focus position from the opposite yoke position. This allows you to correctly focus a fixture that may<br />

be at the end of its pan or tilt range or to correct a fade that may be moving in an undesired<br />

direction. {Flip} is a softkey in the encoder LCD. To access it, press and hold either the “Pan” or<br />

“Tilt” encoder, then press the corresponding softkey.<br />

The following example illustrates the use of {Flip}:<br />

• [channel list] {Flip}<br />

126 <strong>Ion</strong> Operations Manual


Channel Check<br />

Channel check allows you to quickly step through all of your patched channels. This is useful for<br />

checking lamps or checking focus.<br />

Note:<br />

The following examples illustrates the how to use the channel check feature:<br />

• [1] [at] [7] {Channel Check} [Enter] - brings channel 1 to 70% intensity<br />

• [Next] - channel 1 returns to its background state and channel 2 is set to 70% intensity.<br />

• [Next] - channel 2 returns to its background state and channel 3 is set to 70% intensity.<br />

For Example:<br />

If the command line currently reads:<br />

• [1] [at] [5] [Enter]<br />

You may still place channel 1 in channel check mode even though the command line is<br />

terminated. Press:<br />

• {Channel Check} [Enter]<br />

Use [Next] or [Last] to progress through the channel list to complete the channel check.<br />

Any other key press other than [Next] or [Last] will terminate channel check mode.<br />

Channel check follows the current flexichannel state<br />

Address at Level<br />

The {Address} softkey in Live is used to send level information directly to an output address.<br />

• {Address} [5] [Full] [Enter] - sets output address 5 to full. It will return to its previous level<br />

once the command line changes.<br />

With {Address} on the command line, you can use the level wheel to adjust the level.<br />

After using the {Address} command, [Next] and [Last] may be used to increment the address<br />

number and set it to the same level. Addresses return to their previous level once the command line<br />

is cleared or [Next] or [Last] is used to increment to the next address.<br />

This feature is useful when you want to perform an address or dimmer check.<br />

Address Check<br />

Address check allows you to quickly step through all of your patched addresses.<br />

Note:<br />

Parked dimmers will not be affected by the channel check feature.<br />

Address check differs from Address at Level because it skips non-intensity<br />

parameters of patched addresses. Since address check follows the current<br />

flexichannel state, it can be used with all channels to identify unpatched channels,<br />

or with flexi-patched to only show the intensity addresses of patched channels.<br />

{Address}[1] [at] [Full]{Check} [Enter] - brings address 1 to full intensity.<br />

Use [Next] or [Last] to progress through the address list to complete the address check. Any key<br />

press other than [Next] or [Last] will terminate address check mode.<br />

8 Basic Manual Control 127


Flash<br />

Using the {Flash} softkey in Live will bring a channel or address to full, and then every other second<br />

the level will move to 15%. That will hold for 1 second, and then the level will return to full. The<br />

channel or address will keep flashing until either the command line is cleared, or [Next]/[Last] is<br />

used to increment to the next channel or address.<br />

[1]{Flash}[Enter] - will bring channel 1 to full, then to 15%.<br />

{Address}[1][0]{Flash}[Enter] - will bring address 10 to full, then to 15%.<br />

Using {Move To}<br />

While technically not a manual control instruction, {Move To} will be very useful when managing<br />

record target data stored from manual control.<br />

{Move To} allows you to take recorded data from one location and move it to another location. For<br />

example:<br />

• [Color Palette] [1] {Move To} [5] [Enter]<br />

• [Preset] [3] {Move To} [8] [Enter]<br />

• [Cue] [9] {Move To} [2] [Enter]<br />

• [Preset] [1] {Move To} [Color Palette] [3] [Enter]<br />

• [Int Palette] [5] {Move To} [Preset] [1] [0] [Enter]<br />

When a {Move To} command is given, data is removed from its current location and moved to its<br />

new location. If the new location already contains data, a confirmation is required by <strong>Ion</strong> (unless<br />

disabled in Setup). Existing data in the new location will be completely overwritten if a {Move To}<br />

command is confirmed.<br />

The {Move To} softkey appears when a record target type (cue, preset, palette) is indicated on the<br />

command line. Some targets (macros, groups, effects) only have the {Move To} option when<br />

viewing in the blind list view. You can also hit [Copy To] [Copy To] to access {Move To}.<br />

When using {Move To} to convert a preset into a palette, all information not relevant for that palette<br />

will be removed.<br />

128 <strong>Ion</strong> Operations Manual


Chapter 9<br />

Storing and Using Presets<br />

Presets are very similar to palettes in that they are collections of data for specific channels to<br />

facilitate cue creation. Presets, however, can collect all data for a given channel (intensity, focus,<br />

color, beam) rather than just one parameter type.<br />

Up to 1000 presets may be stored in <strong>Ion</strong> using decimals or whole numbers and they can contain<br />

absolute data or a mix of IFCB palettes. Presets can not refer to other presets.<br />

This chapter contains the following sections:<br />

• Storing Presets Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130<br />

• Recalling Presets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132<br />

• Editing Presets Live. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133<br />

• Editing Presets in Blind. . . . . . . . . . . . . . . . . . . . . . . . . . . . .135<br />

9 Storing and Using Presets 129


Storing Presets Live<br />

Presets can be recorded live using the keypad or the direct selects. Both [Record] and [Record<br />

Only] can be used to record presets, with or without filters. See “Storing Data with Record Filters”<br />

on page 186.<br />

[Record] will store all channels that are not at their default values, and it will record all information<br />

about those channels, including parameters that are still at default. Therefore presets can contain<br />

all of the same information as a cue, but they have no timing information or cue attributes (such as<br />

follow, delay, or cue overrides). When recorded or rerecorded, presets are automatically recalled on<br />

stage. Presets may be individually labeled and each has an optional notes field.<br />

Storing Presets Using [Record]<br />

The [Record] key will store all parameter data for channels that are not at their default values, as<br />

modified by the filter settings in the CIA. This will store all parameter data that is not default even if<br />

it is not manual data. If filters are used, only the parameters enabled by the filters are stored.<br />

When you record data to a preset live, the channels involved in that preset will then actually be in<br />

that preset.<br />

The following methods can be used to store presets using [Record]:<br />

• [Record] [Preset] [5] [Label] [name] [Enter] - Records all parameter data for all channels not<br />

at default and adds a label to preset 5.<br />

• [Record] [Preset] [Next] [Enter] - Records data to the next sequential preset number.<br />

• [-] [2] [Record] [Preset] [n] [Enter] - stores the preset, withholding the group or channels<br />

specified.<br />

• [Channel list] [Record] [Preset] [6] [Enter] - stores the preset, but only the data for the<br />

channel list supplied.<br />

• [Record] & {Preset 8} - stores the preset to the specified direct select.<br />

Note:<br />

When using selective record, you must specify the channel list to be included (or<br />

excluded as the case may be) as part of the [Record] command. Otherwise, all<br />

parameters of channels with non-default values will be stored in the preset.<br />

You may also use the filters and {Make Null} as additional tools to decide what<br />

data will be stored. For more information on these features see Using Filters.<br />

When you rerecord an existing Preset, a confirmation will be required, unless confirmations have<br />

been disabled in Setup.<br />

130 <strong>Ion</strong> Operations Manual


Storing Presets using [Record Only]<br />

[Record Only] is a selective record process that stores only manual parameter data. Therefore,<br />

when used to record presets, only manual data for channels will be stored in the preset. As with<br />

[Record], filters and {Make Null} can be used to further modify what information is stored. See<br />

“Storing Data with Record Filters” on page 186.<br />

The following methods can be used to store presets using [Record Only]:<br />

• [Record Only] [Preset] [5] [Label] [name] [Enter] - records manual parameter data for all<br />

channels and adds a label to preset 5.<br />

• [Record Only] [Preset] [Next] [Enter] - records manual data to the next sequential preset<br />

number.<br />

• [-] [3] [Record Only] [Preset] [n] [Enter] - stores the preset, withholding the group or<br />

channels specified.<br />

• [Channel list] [Record Only] [Preset] [6] [Enter] - stores the preset, but only the manual<br />

data for the channel list supplied.<br />

• [Channel list] {Color} [Record Only] [Preset] [7] [Enter] - stores only manual color data for<br />

the specified channels to the preset.<br />

9 Storing and Using Presets 131


Recalling Presets<br />

Channels must be selected when recalling a preset. If a selected channel or parameter has no<br />

value in the preset, it will stay in its current position. If you want to recall all channels in a preset, you<br />

can press [Recall From] [Preset] [x]. Presets on direct selects will grey out if they are not<br />

applicable for the current channel selection.<br />

If you only want to recall certain parameters of the preset, select channels and enter the required<br />

parameters (or those not required, using the [-] key) in the command line (see command examples<br />

below).<br />

When a preset is recalled, parameter changes will follow the manual timing defaults, if enabled. Any<br />

preset which is contributing to live output from <strong>Ion</strong> is considered to be “active.”<br />

You may recall presets using any of the following methods:<br />

• {Preset 8} - recalls the associated preset data for selected channels.<br />

• [Preset] [2] [Enter] - recalls preset 2 for selected channels.<br />

• [Channel List] [Preset] [2] [Enter] - recalls the preset data for the channels in the selection<br />

list.<br />

• [Channel List] [Color] [Preset] [5] [Enter] - recalls only the color data from the specified<br />

preset for the specified channels.<br />

• [Color] & {Preset 7} - recalls just the color data from the specified preset for selected<br />

channels.<br />

• [Recall From] [Preset] [3] [at] [5] [Enter] - recalls all channels in preset 3, and sets all<br />

intensity values at 50%. The original intensity data is still linked to the preset. If the intensity<br />

change is desired you must update the preset to maintain the change and the link, or make<br />

the data absolute before storing to another record target.<br />

• [Channel List] [Preset] [7] [Enter] [at] [/] [5] [Enter] - recalls preset 7 for selected channels.<br />

Intensity values will be recalled at 50% of their recorded state. The intensity link is maintained.<br />

If the intensity change is desired the user either needs to update the preset to maintain the<br />

change and the link, or make the data absolute before storing to another record target.<br />

• [Recall From] [Preset] [9] [Enter] - selects all channels with data stored in preset 9.<br />

• [1] [Recall From] [Preset] [1] [At] [5] [0] [Enter] - recalls the intensity of channel 1 from<br />

preset 1 at 50% of the stored value. If channel 1 was set to 50 in preset 1, it’s recalled value<br />

would be 25.<br />

132 <strong>Ion</strong> Operations Manual


Editing Presets Live<br />

There are two ways to edit a preset in Live. You may rerecord the preset or you may use [Update].<br />

Rerecord<br />

Rerecording follows the conventions of [Record] and [Record Only]. The only exception is that a<br />

confirmation is required to actually rerecord the preset.<br />

For Example:<br />

Preset 5 has already been recorded. To rerecord Preset 5, recall the preset:<br />

• [Preset] [5] [Enter]<br />

Adjust parameters as needed. You may also adjust the parameters of previously excluded<br />

channels in order to add them to the preset. When you are done, rerecord the preset.<br />

• [Record] [Preset] [5] [Enter] [Enter]<br />

Update<br />

[Update] is used to record parameter modifications back to a preset. When updating, you must<br />

specify the preset to be updated. You may do this using the keypad or the direct selects.<br />

For the purposes of the following descriptions, assume that there are no active cues on stage.<br />

Updating referenced values while cues are active is covered in Modifying Cues Live, page 165.<br />

For Example:<br />

To update a preset, first recall the preset for any channels you wish to edit.<br />

• [1] [Thru] [5] [Preset] [1] [Enter]<br />

Make required changes to the desired parameters using the keypad or encoders. Once you<br />

have achieved the desired look, update the preset.<br />

• [Update] [Preset] [1] [Enter]<br />

or<br />

• [Update] & {Preset 1}<br />

When updating a preset, only channels that are already in the preset will be updated. You need to<br />

select channels or parameters to force new data into a preset when using [Update].<br />

9 Storing and Using Presets 133


Using the Preset List<br />

The preset list displays all recorded presets. List views only allow you to change attributes; no<br />

editing can be done directly in list view. Pressing the {Edit} softkey takes you to the blind view of the<br />

selected preset, in the last format you used in blind. This will allow you to edit the preset.<br />

You can navigate the preset list using [Next] and [Last].<br />

Opening the Preset List<br />

Blind presets can also be viewed in the preset list and can be accessed in a number of ways.<br />

To view the preset list in blind you may:<br />

• Press [Preset] [Preset]<br />

• Click on Preset List in the Browser>Record Target Lists<br />

Move To<br />

You can move presets within the preset list using the {Move To} softkey. You can also hit [Copy To]<br />

[Copy To] to access {Move To}.<br />

• [3] {Move To} [8] [Enter] [Enter] - moves preset 3 to preset 8. Preset 3 will be<br />

removed from the list. The second [Enter] is not required if you have disabled confirmations<br />

in setup.<br />

You can also move data from a palette to a preset and vice versa. It is important to remember that<br />

when using the {Move To} command that data is removed from its current location and moved to its<br />

new location.<br />

Copy To<br />

You can copy presets within the list to another location in the list using [Copy To].<br />

• [2] [Copy To] [9] [Enter] [Enter] - copies the contents of preset 2 to preset 9.<br />

Preset 2 will remain in the list. The second [Enter] is not required if you have disabled<br />

confirmations in setup.<br />

You can also use [Copy To] from palettes to presets.<br />

134 <strong>Ion</strong> Operations Manual


Editing Presets in Blind<br />

All presets can be viewed and edited in blind. To open a preset in blind, you can do any of the<br />

following:<br />

• Press [Blind] & [Preset]<br />

• Press [Blind] & {Preset x} - opens to the specific preset<br />

• Press [Preset] [Preset] and then {Edit} when a preset is selected in the list<br />

CAUTION:<br />

You may change the way you view information in the preset list by pressing the [Format] button.<br />

This will cycle the preset list through two different views; spreadsheet and table.<br />

Editing in Table View<br />

Table view shows the data for one preset at a time in a table. Channels are displayed on the Y axis<br />

and parameters are shown along the X axis. Viewing presets in the table is useful if you want to see<br />

data for numerous channels in one specific preset.<br />

To change which preset you are viewing you may use the [Next] or [Last] keys or you may select<br />

the exact preset from the keypad or direct selects. You can make changes to the preset by selecting<br />

channels and altering parameter values. In addition to normal editing functions, you may also use<br />

the following commands in this view: [Copy To], {Make Absolute}, {Make Null}, {Move To}, and<br />

{Replace With}.<br />

Here are some examples of the additional preset editing features you have while editing in table<br />

view:<br />

• [select channels or parameters] [Make Abs] - changes the data for any palette references<br />

within the preset into absolute data that no longer references another record target.<br />

• [select channels or parameters] [Make Null] - removes the data for the specified channel or<br />

parameter from the preset.<br />

• [Preset] [5] {Move To} [Preset] [9] [Enter] - this will move the contents of preset 5 to preset<br />

9. Preset 9 will be created and preset 5 will be deleted.<br />

• [Preset] [1] [Copy To] [5] [Enter] - this will copy the contents of preset 1 to preset<br />

5. You may also copy ranges of presets to new locations.<br />

• [1][Recall From][Preset][1][Enter] - will recall the contents for channel 1 in preset 1.<br />

Note:<br />

.<br />

When editing presets in Blind, changes to presets are automatically stored.<br />

Therefore no update or record command is required.<br />

While editing presets in blind, hitting [Recall From][Recall From] will put [Recall<br />

From][Preset] on the command line.<br />

9 Storing and Using Presets 135


Editing in Spreadsheet View<br />

Spreadsheet view shows a range of presets along the Y axis and channels and channel parameters<br />

along the X axis. Viewing presets in spreadsheet view is useful when you want to compare data<br />

between presets.<br />

You may select a preset from the spreadsheet using the [Next] or [Last] keys to move through the<br />

list or you may select the exact preset from the keypad. You may also select a range of presets to<br />

edit at once. You can make changes to the preset(s) by selecting channels and altering parameter<br />

values. In addition to normal editing functions, you may also use the following commands in this<br />

view: [Copy To], {Make Absolute}, {Make Null}, {Move To}, and {Replace With}.<br />

In addition to the examples given above in table view, here are some examples of the additional<br />

preset editing features you have while editing in spreadsheet view:<br />

• [Preset] [1] [thru] [5] {Move To} [9] [Enter] - this will move presets 1-5 to<br />

presets 9-14 respectively. You do not have to supply the end value for <strong>Ion</strong> to perform the move.<br />

If presets 9-14 already exist you will be asked to confirm this move.<br />

• [Preset] [1] [Thru] [5] [Enter] {Iris} [5] [0] {Replace With} [2] [5] [Enter] - for presets<br />

1-5, this command will replace any iris parameter values of 50 with values of 25. This range<br />

editing using [Replace With] can only be done in spreadsheet view.<br />

Deleting Presets<br />

You may delete presets in the following ways:<br />

• [Delete] [Preset] [1] [Enter]<br />

• [Delete] [Preset] [1] [Thru] [5] [Enter]<br />

Presets can be deleted from any screen, at any time. A confirmation is required to delete, unless<br />

confirmations have been disabled in Setup.<br />

Removing Channels from a Preset<br />

You can remove specific channels from a preset. This can only be done from blind.<br />

For Example:<br />

Open the preset in blind:<br />

• [Blind] & [Preset]<br />

Select the preset you wish to edit:<br />

• [Preset] [5] [Enter]<br />

Remove channels by pressing:<br />

• [2] [+] [4] [+] [6] [Thru] [9] [At] [Enter]<br />

Or you can remove a specific channel parameter from the preset by pressing:<br />

• [5] [+] [7] {Color} [At] [Enter]<br />

You may also remove a channel or parameter from a range of presets by pressing:<br />

• [Preset] [1] [Thru] [5] [Enter] [1] {Color} [At] [Enter]<br />

You can remove channels from live by pressing:<br />

• [channel list] [Delete] [Preset] [2] [Enter]<br />

136 <strong>Ion</strong> Operations Manual


Chapter 10<br />

Storing and Using Palettes<br />

Palettes are building blocks that can be used to create presets, cues and effects. Palettes are a<br />

critical component when using moving lights and can save considerable programming time when<br />

editing show data.<br />

This chapter contains the following sections:<br />

• About Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138<br />

• Palette Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138<br />

• Storing Palettes Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139<br />

• Recalling Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142<br />

• Editing Palettes Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143<br />

• Editing Palettes in Blind . . . . . . . . . . . . . . . . . . . . . . . . . . . .144<br />

10 Storing and Using Palettes 137


About Palettes<br />

Palettes are referenced data. This means that when included in presets, cues, or effects, changes<br />

to the contents of the palette are propagated into all of the places the palette is stored. Four types<br />

of palettes are available; Intensity, Focus, Color, and Beam.<br />

<strong>Ion</strong> supports up to 1,000 palettes of each of the four types. Palettes can be recorded as decimal or<br />

whole numbers and are automatically filtered into IFCB categories. Color data cannot be placed in<br />

beam palettes, intensity cannot be included in focus palettes, and so forth. This makes the process<br />

of creating palettes easier, faster and less work. If you need to create a reference that will include<br />

a mix of IFCB information, presets can be used. See “Storing and Using Presets” on page 129.<br />

Palette Types<br />

Intensity Palettes<br />

Intensity palettes can easily be created for use with all channels that have intensity parameter data.<br />

Focus Palettes<br />

Focus palettes can be created for all channels that have pan and tilt functions.<br />

Color Palettes<br />

Color palettes can be created for all channels that have any color parameter data. Color palettes<br />

store any combination of color data, including CMY, RGB, and HS settings, color scrollers and color<br />

wheels.<br />

You will find that [Record Only], filter settings, and selective store commands will be very useful<br />

when storing color palettes.<br />

Beam Palettes<br />

Beam palettes can be created for all channels that have any beam parameter data. It is rare when<br />

storing beam palettes that you will wish to include all of the beam parameters for channels.<br />

Therefore, [Record Only], filters, and selective store commands will be very useful when storing<br />

beam palettes.<br />

138 <strong>Ion</strong> Operations Manual


Storing Palettes Live<br />

Palettes may be stored in live or blind. There are a variety of methods for determining what data is<br />

stored into a palette but [Record], [Record Only], and using filters are the most common ways.<br />

When [Record] is used, <strong>Ion</strong> will store the relevant parameter category data (intensity, focus, color<br />

or beam) for all channels that are not currently at their default value.<br />

[Record Only] is a type of selective store that can be used to store only the relevant parameters<br />

that have manual data. Filters and selective storing provide additional methods to control what is<br />

stored into a palette.<br />

Storing Palettes with [Record]<br />

The most common method to create palettes is to store them from Live. Palettes can be numbered<br />

from 0.01 through 1000 and each can be given a label. [Record] will store the relevant current<br />

parameter data for all channels with non-default data for the appropriate palette type, as modified<br />

by the filter settings on the front panel.<br />

For Example:<br />

Assume you want to create a custom color using the color picker (for hue and saturation<br />

data) or the encoders (for CMY data) and store that data to a custom color palette. First you<br />

must select channels.<br />

• [1] [thru] [1] [1] [Enter]<br />

Using the color picker, adjust the hue and saturation levels to the desired look. Or you can<br />

use the encoders to set the desired color using CMY color mixing or the gel picker. When<br />

the color is selected, store the palette.<br />

• [Record] [Color Palette] [4] [Label] [Enter]<br />

Notice that when you recorded the color palette, all of the color data for channels 1 through<br />

11 is displayed in live with the reference “CP 4”. Because [Record] was used, it stored all<br />

of the color parameters for those channels.<br />

Note:<br />

[Record] will store the entire parameter category into a palette. [Record Only]<br />

stores just the values you have adjusted manually to the target palette. See<br />

“Storing Palettes with [Record Only]” on page 140.<br />

When a palette is created, the channels and the parameters involved in the record action are<br />

automatically set to the palette reference (“CP 4” in this instance). To view the absolute data for<br />

those channels, press and hold the [Data] key.<br />

The following methods can be used to store palettes using [Record]:<br />

• [Record] {Color Palette 1} - stores all color parameter data to color palette “1” and deposits<br />

it to the first color palette direct select.<br />

• [Record] [Focus Palette] [2] [Label] [Enter] - records focus parameter data for all<br />

channels not at their default state and adds a label to focus palette “2”.<br />

• [Record] [Color Palette] [Next] [Enter] - records data to the next sequential color palette<br />

number.<br />

• [-] [5] [Record] [Beam Palette] [Next] [Label] [Enter] - stores to the next sequential<br />

beam palette, withholding the group or channels specified and adds a label.<br />

10 Storing and Using Palettes 139


Selective Storing Palettes with [Record]<br />

Palettes can also be created using selective storing, which allows you to specify only the channels<br />

and or parameters that you want to store.<br />

The following examples illustrate various methods of selectively storing palettes using [Record]:<br />

• [1] [thru] [3] [Record] [Intensity Palette] [2] [Label] [Enter] - records the intensity<br />

data for selected channels 1 through 3 and adds a label to intensity palette 2.<br />

• [Group] [2] [Record] [Beam Palette] [Next] [Enter] - records the beam parameter data for<br />

Group 2 to the next sequential beam palette number.<br />

• [-] [9] [Record] [Focus Palette] [5] [Enter] - stores the focus data to focus palette 5,<br />

excluding the group or channels specified.<br />

• [1] [Thru] [9] {Iris} {Zoom} [Record] [Beam Palette] [5] [Enter] - stores all zoom and iris<br />

data for channels 1-9 to beam palette 5.<br />

Note:<br />

When using a selective store, you must specify the channel list to be included or<br />

excluded, identified by the [+] [-] modifier, as part of the [Record] command.<br />

Otherwise all channels with appropriate non-default data will be stored in the new<br />

palette.<br />

Also, selective storing is useful when you are doing a “one-time” selective store<br />

action. If you are recording a series of palettes with only specific parameters, it will<br />

save you time to set a record filter (see Using Filters with Palettes, page 141).<br />

Storing Palettes with [Record Only]<br />

[Record Only] is a selective record process that stores only manual parameter data. When used to<br />

record palettes, only the manual parameter data for channels will be stored in the palette. As with<br />

record, filters can further restrict stored data if they are enabled when using [Record Only]. See<br />

“Storing Palettes Live” on page 139.<br />

Note:<br />

If you use [Record Only] to record to an existing palette, the data will be added<br />

to that palette. The original palette will not be completely overwritten. Only manual<br />

changes will be stored to the palette.<br />

It is also possible to [Update] to add specific changes to the record target. See<br />

“Editing Palettes Live” on page 143.<br />

The following methods can be used to selectively store manual parameter data to palettes using<br />

[Record Only]:<br />

• [Record Only] [Color Palette] [2] [Enter]- records only the manual color parameter data to<br />

color palette 2.<br />

• [Record Only] [Beam Palette] [5] [Label] [Enter] - records manual beam<br />

parameter data for all channels and adds a label to beam palette 5.<br />

• [-] [9] [Record Only] [Color Palette] [Next] [Label] [Enter] - stores to the next<br />

sequential color palette, withholding the group or channels specified and adds a label.<br />

• [select channels] [Record Only] [Focus Palette] [2] [Enter] - stores focus palette 2, but only<br />

includes the manual data for the specified channels and parameters.<br />

• [1] [Thru] [9] {Iris} {Zoom} [Record Only] [Beam Palette] [5] [Enter] - stores only manual<br />

zoom and iris data for channels 1-9 to beam palette 5.<br />

140 <strong>Ion</strong> Operations Manual


Using Filters with Palettes<br />

Filters can be used to modify what data is stored to a palette by a record action. The parameters<br />

that are active or filtered allow those parameters to be stored to record targets.<br />

To filter a parameter:<br />

Step 1: Click the {Filter} button in the top-right corner of the parameter grid in the CIA.<br />

Step 2: In the CIA, click the button for the parameter you wish to store.<br />

Step 3: Click the {Filter} button again to stop filter selection. “Filter On” appears next to the<br />

parameter category label in the CIA.<br />

To determine which parameter is filtered in the category:<br />

Step 1: Click the {Filter} button in the top-right corner of the parameter grid in the CIA. All<br />

actively filtered parameters are highlighted in grey. You may need to click the arrow<br />

button in the grid for that parameter category to page to additional parameters in the<br />

category.<br />

Filters are a toggle state. To remove filters, click {Filter} and then click the highlighted parameter<br />

buttons in the CIA to deactivate the filters.<br />

For more information on filters, see Using Filters, page 183.<br />

10 Storing and Using Palettes 141


Recalling Palettes<br />

Palettes may be recalled from the control keypad or from direct selects. When palettes are recalled,<br />

all data is manual and will display in red. Recalled palettes are applied only to selected channels,<br />

therefore you must select channels before recalling a palette. If a selected channel or parameter<br />

has no stored value in the recalled palette, it remains in its current state. Palettes on direct selects<br />

will grey out if they are not applicable for the current channel selection.<br />

You can select all the channels included in a palette by pressing [Group] [Palette] [x] [Enter]. You<br />

can also recall an entire palette by pressing [Recall From] [Palette] [x] [Enter].<br />

Recalled palettes will appear as manual data for the specified channels. That data will appear as<br />

abbreviations of the palette type (IP3 = Intensity Palette 3, FP8 = Focus Palette 8, and so on), or as<br />

the palette label as defined in the displays settings (see Setup, page 93). To see the numeric values<br />

behind any palette (or other referenced value), press and hold the [Data] key.<br />

When palettes are recalled, channels with stored data in the palette will follow that data according<br />

to manual time settings. Palettes may also be recalled using the sneak feature (with default sneak<br />

time) or a time specified using the [Time] key.<br />

For Example:<br />

Select channels 1 through 8 at intensity level 45 and sneak into color palette 4 over 40<br />

seconds.<br />

• [1] [thru] [8] [at] [4] [5] [Sneak] [4][0] [Color Palette] [4] [Enter]<br />

You will notice channels 1 through 8 intensity and color parameters sneaking to the<br />

required values over a period of 40 seconds.<br />

You may also use groups to recall palettes. For example:<br />

• [Group] [1] [1] [Beam Palette] [5] [Enter]<br />

• [Group] [5] {Color Palette 6}<br />

Palettes may also be recalled from the direct selects which automatically terminates the command<br />

line. To recall only specific parameters of a palette, select channels and the required parameters (or<br />

those not required, using the [-] key) in the command line.<br />

The following are methods that can be used to recall palettes.<br />

• [selected channels] {direct select} - recalls the associated (IFCB) palette data for the selected<br />

channels.<br />

• [selected channels] [Palette] [n] [Enter] - recalls the associated IFCB palette for selected<br />

channels.<br />

• [Channel List] {edge} [Beam Palette] [n] [Enter] - recalls only the edge data from the<br />

specified beam palette for the selected channels.<br />

• [Group] [n] [Palette] [z] [Enter] - recalls all of the data in the palette and applies it to the<br />

selected group.<br />

• [Intensity Palette] [y] [at] [/] [z] [Enter] - recalls the intensity palette for selected channels<br />

and sets all recalled intensity values to a proportioned level of their recorded states.<br />

Note:<br />

The above example breaks the referenced link to the intensity palette. To maintain<br />

the link, the palette must be recalled without a modified intensity value. Calling<br />

back the intensity palette at full will also break this link.<br />

When recalling palettes, only channels that are selected at the point of recall will be affected by the<br />

palette recall. The data recalled from a palette is referenced. To break the reference you may use<br />

{Make Absolute}.<br />

142 <strong>Ion</strong> Operations Manual


Editing Palettes Live<br />

Note:<br />

Rerecord<br />

Rerecording follows the conventions illustrated in the [Record] and [Record Only] sections<br />

detailed earlier in this chapter. The only exception is that a confirmation is required to record over<br />

an existing palette.<br />

For Example:<br />

Color palette 4 has already been recorded. To rerecord color palette 4, adjust the<br />

parameter values as needed (you may also adjust the parameters of previously excluded<br />

channels in order to add them to palette) then rerecord the palette.<br />

• [Record] [Color Palette] [4] [Enter] [Enter]<br />

Update<br />

If a palette is already recorded, [Record] replaces all existing data. [Record Only]<br />

is a selective store, therefore it adds data. Recording over a previously existing<br />

palette requires a confirmation, if confirmations are enabled in the setup menu.<br />

It is also possible to [Update] to add manual changes to the record target.<br />

Live changes can be updated to both active and inactive palettes. When updating a parameter in an<br />

active palette, that parameter will no longer be absolute data, but will now be in the updated palette<br />

on stage.<br />

The following illustrates how to update color palette 2 when no cues are active and you have<br />

recalled channels within that palette.<br />

• [Update] [Color Palette] [2] [Enter] - any manual changes for channels<br />

originally in the palette are updated in color palette 2.<br />

• [1] [Update] [Color Palette] [2] [Enter] - adds channel 1’s manual data to color palette 2.<br />

• [-] [3] [Update] {Color Palette 2} [Enter] - withholds manual changes for channel 3 from the<br />

update to Color Palette 2 using the direct selects.<br />

If a channel or parameter does not have data in the palette being updated, it will not be added to<br />

that palette unless the user specifically requests it by specifying the channel.<br />

10 Storing and Using Palettes 143


Editing Palettes in Blind<br />

CAUTION:<br />

Palettes can be viewed and edited in blind in the table and spreadsheet views.<br />

Entering Blind Palette from Live<br />

• [Blind] & [Palette] - pressing this will display the first recorded palette of the selected type<br />

(Intensity, Focus, Color or Beam) in blind or return to the last palette of this type viewed in<br />

blind.<br />

• [Blind] {Palette Select 1} or [Blind] [Palette] [1] [Enter] - pressing this will display the<br />

specified palette “1” in blind.<br />

• [Palette] [Palette] {Edit} - opens the list view of the palette type and then opens blind palette.<br />

View palettes from blind<br />

While in any blind mode, when no channels are selected, you can enter a palette from the<br />

command line or direct selects. This will take you into blind channel mode for that palette.<br />

• [Color Palette] [n] [Enter]<br />

You may also cycle through the available palettes using [Next] and [Last].<br />

Editing in Blind<br />

The following are representative methods used for editing palettes in blind:<br />

• [2] {Iris} [At] [Enter] - removes the current parameter category setting from channel 2.<br />

• [1] {Iris} [5] [0] [Enter] - selects channel 1 and sets iris value to 50.<br />

• [2] [Copy To] [5] [Enter]- copies the information from channel 2 to channel 5.<br />

• [6] [Recall From] [Focus Palette] [1] [Enter] - recalls the values for channel 6 from Focus<br />

Palette 1.<br />

You may use the encoders to set blind levels as well.<br />

When editing in blind, it is possible to remove an instruction from any palette by selecting the<br />

channel and parameter and pressing [At] [Enter] or {Make Null} [Enter].<br />

[Recall From], [Copy To], {Replace With}, and {Move To} may be used to create and edit palette<br />

data. See Advanced Manual Control, page 195.<br />

Note:<br />

.<br />

When editing palettes in blind, changes to palettes are automatic, therefore no<br />

update or record command is required.<br />

While editing palettes in blind, hitting [Recall From][Recall From] will put [Recall<br />

From][Palette] on the command line.<br />

144 <strong>Ion</strong> Operations Manual


Editing Palettes in Spreadsheet View<br />

Spreadsheet view shows a range of palettes along the Y axis and channels and channel<br />

parameters along the X axis. Viewing palettes in spreadsheet view is useful when you want to<br />

compare data between palettes.<br />

You may select a palette from the spreadsheet using the [Next] or [Last] keys to move through the<br />

list or you may select the exact palette from the keypad. You may also select a range of palettes to<br />

edit at once. You can make changes to the palette(s) by selecting channels and altering parameter<br />

values. In addition to normal editing functions, you may also use the following commands in this<br />

view: [Copy To], {Make Absolute}, {Make Null}, {Move To}, and {Replace With}.<br />

The following are representative methods used for editing palettes in blind spreadsheet:<br />

• [Color Palette] [1] [Thru] [9] [Enter] - selects color palettes 1 through 9.<br />

• [1] {Scroller} {Make Null} [Enter] - sets channel 1 scroller value null in the selected color<br />

palette.<br />

• [1] {Scroller} [4] [Enter] - sets channel 1 scroller value to 40 in the selected color palette.<br />

In addition to the examples given above, here are some examples of the additional palette editing<br />

features you have while editing in spreadsheet view:<br />

• [palette type] [1] [thru] [5] {Move To} [9] [Enter] - this will move<br />

palettes 1-5 to palettes 9-14 respectively. You do not have to supply the end value for <strong>Ion</strong> to<br />

perform the move.<br />

• [Beam Palette] [1] [Thru] [5] [Enter] {Iris} [5] [0] {Replace With} [2] [5] [Enter] - for<br />

palettes 1-5, this command will replace any iris parameter values of 50 with values of 25. This<br />

range editing using [Replace With] can only be done in spreadsheet view.<br />

10 Storing and Using Palettes 145


Editing Palettes in List View<br />

When you press the specific Intensity, Focus, Color or Beam palette button twice, a list view for the<br />

associated palette type is opened on a new tab (or brings the list view into focus if already open).<br />

You can also open the list view from the browser. See “Using the Browser” on page 29.<br />

From the list view, you can select a palette for editing, which changes focus to blind channel view,<br />

with the specified palette ready for editing. In addition, you can add palettes to your listing and edit<br />

the labels for each palette in the list.<br />

For Example:<br />

In the list view, you can select palettes and relabel or move them.<br />

• [1] [5] [Label] [Enter]<br />

While in the specific palette category list view, the {Move To} and {Edit} softkeys are available for<br />

use.<br />

To move a specific palette to a different location:<br />

• [1] {Move To} [3] [Enter] - moves the contents and label of the specific palette 1 to palette 3.<br />

If palette 3 is already used, you will be asked to confirm that you want to overwrite the existing<br />

recorded palette. You can also hit [Copy To] [Copy To] to access {Move To}.<br />

You can also move data from a preset to a palette and vice versa. It is important to remember that<br />

when using the {Move To} command that data is removed from its current location and moved to its<br />

new location.<br />

To copy a specific palette to a new palette:<br />

• [2] [Copy To] [5] [Enter] - copies the contents of palette 2 to the new palette 5.<br />

You can also use [Copy To] from presets to palettes.<br />

To edit any palette data from the List View:<br />

• [1] [5] {Edit} [Enter] - selects palette number 15 and brings the blind display into focus, with<br />

palette 15 selected for editing. You can use the [Next] and [Last] buttons to access the other<br />

palettes, or select a new palette for editing from the keypad.<br />

146 <strong>Ion</strong> Operations Manual


Deleting Palettes<br />

To delete color palette 1, press [Delete] [Color Palette] [1] [Enter] [Enter]. When palettes are<br />

deleted, any references in cues will be converted to absolute data.<br />

Removing Channels from a Palette<br />

You can remove specific channels from a palette. This can only be done from blind.<br />

For Example:<br />

Open the palette in blind:<br />

• [Blind] & [Color Palette]<br />

Select the palette you wish to edit:<br />

• [Color Palette] [5] [Enter]<br />

Remove channels by pressing:<br />

• [2] [+] [4] [+] [6] [Thru] [9] [At] [Enter]<br />

You may also remove a channel or parameter from a range of presets by pressing:<br />

• [Beam Palette] [1] [Thru] [5] [Enter] [6] [At] [Enter]<br />

You can remove channels from live by pressing:<br />

• [channel list] [Delete] [Color Palette] [2] [Enter]<br />

10 Storing and Using Palettes 147


148 <strong>Ion</strong> Operations Manual


Chapter 11<br />

Working with a Single Cue List<br />

When cues are created they are stored in a cue list. By default, recording cues will result in a single<br />

cue list, identified as cue list 1. While other cue lists can be recorded in <strong>Ion</strong>, this chapter deals<br />

primarily with working in a single cue list. For more information on multiple cue lists, see Working<br />

with Multiple Cue Lists, page 187.<br />

This chapter contains the following sections:<br />

• Basic Cueing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150<br />

• Recording Cues in Live. . . . . . . . . . . . . . . . . . . . . . . . . . . . .151<br />

• Timing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155<br />

• Flags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .162<br />

• Modifying Cues Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165<br />

• Recording and Editing Cues from Blind . . . . . . . . . . . . . . .171<br />

• Deleting Cues. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .174<br />

11 Working with a Single Cue List 149


Basic Cueing<br />

A cue is a record target comprised of channels with associated parameter data, discrete (channel<br />

or parameter level) timing, cue timing, and cue attributes (such as preheat, follow or hang<br />

instructions, and so on).<br />

In Setup, you have determined if <strong>Ion</strong> will operate in a Cue Only or Tracking mode. By default, the<br />

system is set to tracking, therefore this section of the manual primarily addresses working in<br />

tracking mode. It is important to know which mode you are working in, as it impacts how cues are<br />

edited.<br />

• If your console is set in Track mode (default), changes move forward through the cue list until<br />

a block or a move instruction is encountered.<br />

• If your console is set in Cue Only mode, changes to cues have no impact on subsequent cue<br />

data.<br />

Cue Numbering<br />

Cues can be numbered from .01 - 9999.99.<br />

<strong>Ion</strong> provides you with multiple ways to number your cues. The most common methods are listed<br />

below:<br />

• After pressing record, enter a cue number which can be a whole number (1) or a decimal<br />

number (1.1).<br />

• After pressing record, rather than entering a cue number you may press [Next], which will<br />

automatically number the cue with the next sequential number in the cue list. For example, the<br />

current cue is numbered cue 1.1, pressing [Record] [Next] will automatically number the new<br />

cue 1.2.<br />

• When recording decimal cues, it is not necessary to specify the leading cue number if a<br />

decimal cue has already been recorded. For example, if the current cue is numbered 5.2,<br />

when you enter the next record command, you can just enter [.] [5] to record cue 5.5.<br />

• Whole numbered cue - [Next] increments the next whole numbered cue.<br />

• Tenths numbered cue (.1) - [Next] increments in tenths.<br />

• Hundredths (.01) numbered cue - [Next] increments in tenths.<br />

150 <strong>Ion</strong> Operations Manual


Recording Cues in Live<br />

When using [Record], all parameters of any lights that have non-default values, either from manual<br />

control, other cues, or submaster playback are stored in the target cue.<br />

Channels that have all default values, meaning they have never been changed, are not included in<br />

the record action, unless you specifically select the channel and press {Make Manual}. Other<br />

possible exclusions are parameters withheld by use of filters, or if the channel parameters have<br />

been filtered (see Using Filters, page 183). You can also select individual parameters of individual<br />

channels (such as Cyan and Iris) and place them in a null state using the {Make Null} button if the<br />

values are not needed in the cue you are recording.<br />

<strong>Ion</strong> is a tracking console, meaning once something is recorded into the cue list, the cue list will<br />

always contain information about that channel or parameter unless it is nulled, using the {Make<br />

Null} command, or filtered using the parameter filters.<br />

When cues are recorded they are automatically played back and manual values are released,<br />

unless auto playback on record has been disabled in setup. Upon playback, displayed parameter<br />

levels will be color coded for clarification of the record action:<br />

• Blue - intensity has increased from the previous cue or a non-intensity parameter has<br />

changed.<br />

• Green - intensity level has decreased from the previous cue or a non-intensity parameter has<br />

marked.<br />

• Magenta - level has tracked from a previous cue.<br />

• White - level has been blocked (see Block, page 162).<br />

Using Record<br />

When the [Record] button is pressed the keypad defaults to cue mode; use of the [Cue] button is<br />

optional. The following are representative examples of recording cues in Live. Once the cue record<br />

has been specified, cue attributes such as timing can be combined and entered in any order you<br />

wish.<br />

• [Record] [5] [Enter] - records all parameters of any channels with non-default data<br />

into the specified cue number 5.<br />

• [Record] [5] [Label] [name] [Enter] - records the specified cue and provides an<br />

alphanumeric label.<br />

11 Working with a Single Cue List 151


Using Record Only<br />

[Record Only] is similar to [Record] except that it selectively stores only manually set values,<br />

preventing unwanted levels (such as from a submaster or another cue list), from being recorded<br />

into the cue. Therefore, when used to record a cue, only the manual data for channels will be stored<br />

in the cue. Any values in the previous cue that were unchanged will track into the new cue.<br />

All of the same commands used for [Record] may also be used for [Record Only].<br />

• [Record Only] [Next] [Enter] - stores only the manually set values into the next cue<br />

in the list.<br />

• [Record Only] [Cue] [3] [Enter] - stores only the manually set data into cue 3.<br />

• [2] [thru] [8] [Record Only] [9] [Enter] - stores only the manually set data for<br />

channels 2 through 8 into the target cue 9.<br />

• [Group] [2] [Record Only] [Cue] [5] [Enter]- stores only the manual data from group 2 into<br />

cue 5.<br />

• [selected channels] {Color} [Record Only] [4] [Enter] - stores only the color data for<br />

the selected channels into cue 4.<br />

As with [Record], filters can further restrict stored data if deployed when using [Record Only]. See<br />

“Using Filters” on page 183.<br />

152 <strong>Ion</strong> Operations Manual


Using Selective Store<br />

You may use the [-] button to withhold information from a cue or use the [+] button to specify a<br />

particular channel or parameter to be included in the record action. These actions are both selective<br />

stores.<br />

For information on a selective store using filters see Partial Filters, page 185.<br />

Using a Positive Selective Store<br />

You may record only specified parameters into cues. If the cue has already been stored, this action<br />

adds the specified channel parameters to the existing cue data.<br />

To record only specific channels into a new target cue:<br />

• [1] [thru] [5] [Record] [4] [Enter] - this records only channels 1 through 5 into cue 4.<br />

• [channel list] [Record] [5] [Rem Dim] [Enter] - this will store the selected channels<br />

into the target cue. Any channels active in the previous cue that are not in the selected channel<br />

list will be set to zero in cue 5.<br />

To record only specific parameters into a target cue:<br />

• [1] [thru] [5] [Focus] [Color] [Record] [4] [Enter] - records the focus and color data<br />

for channels 1 through 5 into cue 4. Any other data on stage would not be stored in the target<br />

cue.<br />

Using a selective store for a new record target will track in values from the previous cue that are not<br />

included in the record action.<br />

Using a Negative Selective Store<br />

It is possible to withhold data from a cue by using the [-] key as follows:<br />

• [-] [Group] [3] [thru] [6] [Record] [9] [Enter] - records the specified cue,<br />

with the exception of any channels associated with groups 3 through 6.<br />

• [-] [3] [thru] [6] [Record] [9] [Enter] - records the specified cue, with the exception of<br />

channels 3 through 6.<br />

• [-] [Sub] [7] [Record] [Enter] - records the selected cue, without the input from submaster 7.<br />

• [-] [Sub] [Record] [Enter] - as above, except withholds the contents of all submasters.<br />

• - [Color] [Record] [8] [Enter] - records cue 9 without any color data.<br />

11 Working with a Single Cue List 153


Using [Cue Only / Track]<br />

In Track Mode<br />

When you create a new cue, any unchanged channel parameter data from the previous cue is<br />

tracked into the new specified cue. Any changes in this new cue will also track forward into<br />

subsequent cues until a move instruction is encountered. The [Cue Only/Track] key is an<br />

exception to this behavior. When you record a cue in the middle of an existing cue list, using the<br />

[Cue Only] button will prohibit new information from tracking into the subsequent cue. When you<br />

rerecord or update a cue, the modifications will not track forward.<br />

Note:<br />

With system set to “Track”<br />

• [Record] [5] [Cue Only] [Enter] - records cue 5. New values or changes will not track<br />

into the subsequent cue.<br />

• [-] [Color] [Record] [5] [Cue Only] [Enter] - as above the recorded data will not track<br />

forward and all color data is excluded from the record operation.<br />

• [Record Only] [5] [Cue Only] [Enter] - records all manual data, but doesn’t allow it<br />

to track into subsequent cues.<br />

• [-] [5] [Record] [6] [Cue Only] [Enter] - records the specified cue, except the<br />

contributions from channel 5. The stored data will not track forward in the list.<br />

In Cue Only Mode<br />

In the following examples, the command [Cue Only] indicates the same key hit of<br />

[Cue Only/Track] which is a single button on the keypad. The system setting<br />

determines the actual context of the button depending on the mode in which the<br />

system is operating.<br />

For clarity, only the contextual function of the button is used in the examples.<br />

When you create a new cue, any channel parameter data from the previous cue is tracked into the<br />

new cue. The [Cue Only/Track] key can be used as an applied exception to the cue only/track<br />

system setting.<br />

Note:<br />

In the following examples, the commands [Track] indicate the same key hit of<br />

[Cue Only/Track] which is a single button on the keypad. The system setting<br />

determines the actual context of the button depending on the mode the system is<br />

operating.<br />

For clarity, only the contextual function of the button is used in the examples.<br />

With system set to “Cue Only”<br />

• [Record] [5] [Track] [Enter] - records cue 5. This data will track forward in the list until<br />

the next move instruction or block.<br />

• [-] [5] [Color] [Record] [6] [Track] [Enter] - records the specified cue, except the<br />

color data from channel 5. The data will track forward in the list until the next move instruction<br />

or block.<br />

• [Record Only] [2] [thru] [7] [Track] [Enter] - stores all manual data. The stored data<br />

will track from cue 2 and stop at cue 7.<br />

154 <strong>Ion</strong> Operations Manual


Timing<br />

Cue timing can be applied in a variety of ways. At a cue level, timing categories are provided for<br />

intensity up, intensity down, focus, color and beam transitions. Each of these times can have an<br />

associated delay. Timing can also be applied directly to a channel or a specific parameter. This is<br />

called discrete timing.<br />

Time can be entered in minutes and seconds (example 10:15), or seconds and tenths of seconds<br />

(example 1.3), or 100ths of seconds (example 1.35) with valid fade times from zero to 99.59. When<br />

no time is applied at a cue level, the defaults established in System Setup are used. See “Setup” on<br />

page 93.<br />

Setting Cue Level Timing<br />

Unless you specify otherwise, <strong>Ion</strong> assigns default fade times to any cue you record. Default timing<br />

is designated in Setup. Cue level timing can be applied when a cue is recorded or can be added or<br />

modified later.<br />

Following are some examples of record commands with cue level timing:<br />

• [Record] [5] [Time] [9] [Enter] - puts a time of 9 seconds on all parameter timing<br />

categories.<br />

• [Record] [6] [Time] [3] [Time] [9] [Enter] - specifies the intensity up, focus, color, and<br />

beam times at 3 seconds and the down time at 9 seconds. The first instance of [Time] is used<br />

for intensity up fade (meaning intensity value is fading to a higher level than is previously set)<br />

and the second instance of [Time] is used for intensity down fade time (intensity values fading<br />

to a lower level than is previously set).<br />

• [Record] [2] [Time] [Enter] - resets time to default value. If the cue is recorded with<br />

split time, this command only resets the upfade time.<br />

• [Record] [2] [Time] [Time] [Enter] - resets the down intensity time to the default<br />

value.<br />

Note:<br />

Note:<br />

Unless FCB timing is specifically set, it always defaults to the up fade time value.<br />

If a cue is provided split fade times with no delay on either side, and those times<br />

are later the same values, the split time is cleared.<br />

11 Working with a Single Cue List 155


Manual Timing at a Cue Level<br />

It is possible to assign a time of “manual”, for manual parameter transition through the associated<br />

fader. Manual times are assigned by using the {Manual} softkey that is displayed when recording<br />

a cue.<br />

• [Record] [4] [Time] {Manual} [Enter] - applies a manual time. If the cue had<br />

previously been given split times, would apply a manual to the upfade, focus, color, and beam<br />

times. If the cue had a single time, all of the timing would be “manual” and controlled by the<br />

fader.<br />

• [Record] [4] [Time] [Time] [Manual] [Enter] - applies a manual intensity time to the<br />

downfade.<br />

• [Record] [4] {Color} [Time] [Manual] [Enter] - applies a manual time to any color<br />

data changes in cue 4.<br />

Non-intensity Parameter Category Timing<br />

Timing can also be applied for focus, color, and beam parameter categories at a cue level. By<br />

default, FCB timing is the same as intensity upfade time. Once FCB timing is different than intensity<br />

upfade time, those times are no longer affected by intensity upfade changes.<br />

When you apply a time to an individual parameter category and that category has no movement,<br />

the time is displayed in grey. The specified timing will remain in grey until that category is provided<br />

with a move instruction, at which point it the timing will display in white.<br />

• [Record] [2] {Color} [Time] [7] [Enter] - records cue 2 with a cue level color time of 7.<br />

• [Record] [2] {Color} [Time] [Enter] - resets the color time of cue 2 back to the default<br />

value.<br />

• [Record] [2] [Time] [Time] [Time] [7] [Enter] - records cue 2 with a cue level focus<br />

time of 7. In this example, each press of the [Time] key steps through each timing value (up<br />

time, down time, focus time, color time and beam time.<br />

• [Record] [2] [Time] [7] [Enter]- records cue 2 and puts a time of 7 on all parameter<br />

categories (if FCB all had the same times to begin with).<br />

Note:<br />

It is not necessary to rerecord a cue to alter stored timing data. You can simply<br />

redefine the time by specifying the cue and re-entering the time value(s).<br />

• [Cue] [5] [Time] [8] [Enter] - Redefines the all category times to 8<br />

seconds (If FCB all had the same timing).<br />

• [Cue] [2] {Color} [Time] [5] [Enter] - Redefines color time to 5<br />

seconds.<br />

• [Cue] [3] {Focus} [Time] [-] [2] [Enter] - Removes 2 seconds from<br />

the current time.<br />

• [Cue] [7] {Beam} [Time] [+] [3] [Enter] - Adds 3 seconds to the<br />

current time.<br />

156 <strong>Ion</strong> Operations Manual


Delay Time<br />

Delay is used to stage the execution of parameter categories within a cue or cue part. The<br />

countdown of a delay time begins the moment the cue is executed (for example, pressing [Go]).<br />

Delay times can be added to any cue or to any specific parameter category within the cue, which<br />

will postpone the parameter transition until the delay time has elapsed.<br />

Following are some examples of recording with a delay:<br />

• [Record] [2] [Delay] [5] [Enter] - stores cue 2 with a 5 second delay on intensity.<br />

• [Record] [2] [Time] [9] [Delay] [3] [Enter] - records cue 2 with a 9 second upfade,<br />

delayed from Go by 3 seconds.<br />

• [Record] [2] [Time] [7] [Delay] [Enter] - records cue 2 with a 7 second upfade, and<br />

removes a delay time on the upfade.<br />

Delay can be useful when you do not want a parameter to change (i.e. intensity down) until other<br />

changes have begun or completed their transition. Delay can be used to affect only the parameters<br />

in the specified category.<br />

• [Record] [2] [Color] [Delay] [8] [Enter] - records cue 2 with a delay time of 8 seconds<br />

for the color category.<br />

11 Working with a Single Cue List 157


Discrete Channel or Parameter Timing<br />

Discrete timing can be applied to a specific channel or parameter. You must select the channels that<br />

you want to apply the time to, otherwise the system assumes you are addressing the selected cue.<br />

Following are some examples of use:<br />

• [channel list] [Color] [Time] [3] [Enter] - adds a time of 3 seconds to all of the color<br />

parameters of the channel list that have a move instruction.<br />

• [Frost] [Time] [7] [Enter] - assigns a time of 7 seconds for the frost attribute of all selected<br />

channels.<br />

• [Select last] [Frost] [Time] [7] [Enter] - selects the last channel selection and applies a time<br />

of 7 to any manual frost values.<br />

Discrete delay times can also be placed on a channel parameter.<br />

• [1] {Color} [Time] [4] [Delay] [3] [Enter] - places a time of 4 seconds and a delay of 3<br />

seconds on all color parameters of channel 1.<br />

When timing has been applied to a channel parameter in live, a small red “t” will be displayed with<br />

the channel. This indicates the timing must be stored or updated to the required cue. When this is<br />

done, the “t” is displayed in blue. In the Playback Status Display, a “+” is displayed in the associated<br />

parameter category time field, indicating that not all of the parameters in the cue will use the cue<br />

timing. The [Time] key can be held down to see the discrete delay or time information for channels<br />

in Live/Blind. Delay is displayed first, followed by the timing value.<br />

158 <strong>Ion</strong> Operations Manual


Assigning Cue Attributes<br />

You can record cues with specific attributes to affect how cues behave when executed. Cue<br />

attributes include follow time, hang time, link, loop, curve, rate and label. Cue attributes can be<br />

entered when the cue is initially recorded, or they can be added or modified at a later date.<br />

Follow/Hang<br />

A follow time creates an auto-follow which automatically activates the next cue in the sequence<br />

when the follow time of the associated cue has elapsed. The follow time begins counting from the<br />

moment the cue is executed.<br />

The hang time is also an auto-follow, but rather than counting from the moment the cue is executed,<br />

it is calculated from the completion of the cue. You can assign a negative value to a hang time,<br />

allowing a subsequent cue to overlap an active cue.<br />

You can assign either a follow time or a hang time, but not both. Both features are accessed using<br />

the [Follow/Hang] key on the console. Following are some examples of use:<br />

• [Record] [5] [Follow/Hang] [8] [Enter] - records cue 5 and provides a “follow” time<br />

of 8 seconds which impacts the start of the next cue in the list. The following cue will<br />

automatically initiate on the same fader when the follow time has elapsed. The follow time will<br />

begin counting down when the associated cue (Cue 5) is executed.<br />

• [Record] [5] [Follow/Hang] [Follow/Hang] [8] [Enter] - records cue 5 and provides<br />

a “hang” time of 8 seconds which impacts the start of the next cue in the cue list. The following<br />

cue will automatically initiate on the same fader when the hang time has elapsed. The hang<br />

time will begin counting down when the associated cue (Cue 5) is complete.<br />

• [Record] [5] [Follow/Hang] [Follow/Hang] [-] [5] [Enter] - records cue 5 and<br />

provides a ‘”hang” time of negative 5 seconds.<br />

To remove a Follow/Hang time:<br />

• [Cue] [x] [Follow/Hang] [Enter]<br />

11 Working with a Single Cue List 159


Link/Loop<br />

Link allows cues to be run out-of-sequence, by causing a different cue number to be loaded into the<br />

pending file of the playback fader when the cue that carries the link instruction is activated. If a<br />

follow or hang time is included with the cue attributes, the activation of the linked cue will occur<br />

when the follow or hang time has elapsed. The link can be within the cue list or to a cue in another<br />

cue list.<br />

Following is an example of using link:<br />

• [Record] [2] {Link/Loop} [8] [Enter] - records the specified cue 2 and<br />

provides a link to cue 8 in the cue list. When cue 2 is played back, the linked cue is loaded into<br />

the pending file of the associated fader.<br />

Loop is provided as a method to link a series of cues and loop them a number of times in a<br />

sequence. Once the sequence of cues has played back the first time, the system recognizes the<br />

loop command and plays the sequence again.<br />

If the first cue in the sequence is a cue with an assert attribute or has move instructions for<br />

channels, values from the last cue are not allowed to track through into the first cue when it is<br />

looped back. But without a move or assert in the first cue, values from the last cue will track into the<br />

first cue when it loops back. A loop specified with “0”, loops the sequence indefinitely.<br />

Following is an example of using loop:<br />

• [Cue] [2] {Link/Loop} [1] {Link/Loop} [3] [Follow] [4] [Enter] - records a link from<br />

cue 2 back to cue 1. Because there is a follow time, cue 1 will automatically trigger 4 seconds<br />

after cue 2. If cue 1 also has follow time, it will automatically trigger cue 2. This sequence will<br />

run 4 times (once plus 3 loops) and then stop in cue 2. The loop value specifies the number<br />

of times the loop instruction will be performed. Since the sequence has run once prior to the<br />

loop command, the total number of passes will be the specified number of loops +1.<br />

160 <strong>Ion</strong> Operations Manual


Rate<br />

The {Rate} softkey can be used to apply a rate adjustment to all timing in the cue. The default rate<br />

is 100%, which is real time. To slow a cue down, set the rate below 100%, to speed the cue up, set<br />

the rate above 100%. The range rate for a cue is 0 - 2000%. A timing value of 5, with a rate of 50%<br />

will replay in 10 seconds. A timing value of 5, with a rate of 200% will replay in 2.5 seconds.<br />

Following is an example of using rate:<br />

[Record] [4] {Rate} [1] [2] [5] [Enter] - records the specified cue, and places a rate<br />

override instruction on all timing values. The cue would now be played back at 125% of recorded<br />

time values.<br />

Note:<br />

Curve<br />

{Curve} is used to affect the percent completion of a cue or part by applying the curve’s output level<br />

as the percent completion for all fade calculations.<br />

Following is an example of how to assign a curve to a cue:<br />

• [Cue] [6] {Curve} [5] [Enter] - applies curve 5 to cue 6.<br />

When a curve is applied to cue, it impacts only the intensity transitions in that cue. When applied to<br />

a cue part, it impacts any parameters moving in that part. For more information on creating and<br />

using curves see Storing and Using Curves, page 271.<br />

Label<br />

[Label] is used to attach an alphanumeric label to a cue or cue part.<br />

Following is an example of how to apply a label to a cue:<br />

• [Record] [7] [Label] [Enter] - records cue 7 and applies the label as entered<br />

on the alphanumeric keyboard.<br />

Pressing [Label], when a label has already been applied to a cue, will display the label on the<br />

command line for editing. Pressing [Label] a second time will clear the label, or you can press<br />

[Clear] to remove the label one character at a time.<br />

Clearing Cue Attributes<br />

You can use the playback rate override function to determine the rate at which you<br />

want to play the cue back, and then apply that rate to the cue. This eliminates the<br />

need to adjust all of the timing in the cue if you only need to speed it up or slow it<br />

down.<br />

To clear attributes from a cue:<br />

• [Cue] [n] [Follow/Hang] [Enter] - removes the follow or hang time from the specified cue “n”.<br />

• [Cue] [n] [Label] [Label] [Enter] - removes the label from the specified cue “n”.<br />

• [Cue] [n] {Link/Loop} [Enter] - removes the link instruction from the specified cue “n”.<br />

• [Cue] [n] [thru] [y] {Rate} [Enter] - removes the rate instruction in cues “n” through “y”.<br />

You may combine these to remove multiple attributes at once:<br />

• [Cue] [n] [Follow/Hang] {Link/Loop} [Enter] - removes the follow time and link instruction.<br />

11 Working with a Single Cue List 161


Flags<br />

Flags can be applied to cues to change specific behaviors. Flags can be set for “Block”, “Assert”,<br />

“AllFade”, “Mark”, and “Preheat”.<br />

Block<br />

You can apply a block to a cue, a cue part, to any channel (or group of channels), or parameter (or<br />

group of parameters) within a cue. Block is an editing function, it has no impact on how the data is<br />

played back.<br />

At a cue level<br />

A cue level block causes all tracked values in the cue to be treated as move instructions for editing<br />

purposes, which prohibits any data changes from tracking into the cue. Parameters that are not<br />

included in the cue are not impacted by the block instruction.<br />

Blocks do not protect a cue, channel or parameter from being modified by a range edit, nor are they<br />

protected from a trace instruction (see Using Trace, page 170). It is assumed that if you use the<br />

trace instruction, then you really want the initial value to change. A block will stop the trace from<br />

moving any further backwards through the cue list.<br />

<strong>Ion</strong> also supports an “auto-block” function. Auto-block can protect your cue data from unwanted<br />

changes. For example, in cue 5 you set channel 1 to 50%. It is stored as a move instruction. Then,<br />

you later go back to an earlier cue and set channel 1 to 50% and it tracks forward to cue 5.<br />

Channel 1 will be “auto-blocked” in cue 5. Even though it is now at the same value as the previous<br />

cue, the original concept of a move instruction is maintained.<br />

Blocks that you have applied will display parameter data in white. Auto blocks are displayed in<br />

white, with a white underscore.<br />

• [Cue] [5] [Block] [Enter] - “B” is displayed in the flags field, indicating a cue level block. When<br />

this cue is recalled, all data that would otherwise appear as a tracked value, will be displayed<br />

in white. Any changes upstream in the cue list will not impact this “blocked” cue data.<br />

• [Cue] [6] {Intensity} [Block] [Enter] - “I” is displayed in the flags field, indicating a cue level<br />

intensity block.<br />

At a Channel or Parameter Level<br />

Blocks can also be applied to a channel or a channel parameter. This can be done in live or blind.<br />

When applied in live, the block instruction must be stored or updated to the appropriate cue.<br />

• [9] [Block] [Enter] - applies a block to channel 9. A red “B” appears near the channel in the<br />

live display, indicating a block has been applied but is not yet stored.<br />

• [Group] [5] [Color] [Block] [Enter] - applies a block to all of the color parameters for group 5.<br />

When the block instruction has been stored or updated, any tracked values the block was applied<br />

to will be displayed in white.<br />

Channel level blocks and auto-blocks are indicated in the cue list by a “b”, representing a partial<br />

block.<br />

162 <strong>Ion</strong> Operations Manual


Assert<br />

Assert is a way to make a tracked or blocked value act as a move instruction on playback. It is often<br />

used in a multiple cue list environments, or to assure that a transition happens in the desired time<br />

See Using Assert, page 189 for more information on asserts in multiple cue lists.<br />

Assert can be useful in a single cue list.<br />

For Example:<br />

Cue 10 is a blackout with a zero count. It is common practice to block blackout cues. Let’s say<br />

though that some of the lights were fading to zero in cue 9. You hit [Go] for cue 10 before cue 9 is<br />

finished. The lights that were fading to zero in cue 9 will continue their downfade in the timing for<br />

cue 9 since cue 10 doesn’t provide them with a new move instruction. If you assert cue 10, the lights<br />

will bump to black as expected.<br />

AllFade<br />

Any cue can have an allfade flag applied. An allfade sends the intensity for all channels not included<br />

in the cue to zero. Submasters, any captured channels and the contribution from any faders that are<br />

set to independent are unaffected, unless the cue executing the allfade is also set to independent.<br />

An allfade flag “*” is identified in the playback status display for the specified cue.<br />

• [5] [Allfade] [Enter] - sends intensity for all channels not included in the allfade cue<br />

to zero.<br />

The allfade instruction is useful as a quick cleanup, to get back to a known state on stage, without<br />

having to worry about what channels need to be set to zero.<br />

Mark<br />

The Mark flag is used to relay information about either automarks or reference marks. When using<br />

automarks, an “M” will display in the flags field for the specific cue that will execute an automark. A<br />

“D” is displayed when automark has been disabled for a cue or a cue part.<br />

When using reference marks, an “M” will display in the flags field for any cue that will execute a<br />

referenced mark. An “R” displays when a cue is the source of a mark. See “Using Mark” on<br />

page 175.<br />

Preheat<br />

Preheat can be used to warm filaments in the cue immediately preceding an intensity upfade from<br />

0. Preheat values can be assigned channels individually in patch (see {Attribute} Display and<br />

Settings, page 70).<br />

Preheat is assigned on a cue (or cue part) basis and, if assigned, any channel in that cue with a<br />

preheat value assigned in patch will fade to that intensity in the cue immediately preceding the cue<br />

with the preheat flag. Cues with a preheat flag will display an “P” in the preheat flag column<br />

(indicated by a “P” at the top of the column).<br />

When a channel is in a preheat state, a “Ph” is displayed in the intensity field of that channel. When<br />

a preheat is executed, the preheat value is established using the upfade time of the associated cue.<br />

It is possible to hold the [Data] key to see the actual preheat values.<br />

11 Working with a Single Cue List 163


Using the Execute List<br />

The execute list can be used to trigger actions on other faders, and to trigger macros. Additionally,<br />

you can enter instructions that sync the “Go” of other cue lists.<br />

When you press {Execute}, a dialog box appears. This provides a list of the available analog<br />

triggers and MIDI triggers. Also, fields are available to enter specific data relating to the macro, cue<br />

number and cue list that you wish to execute.<br />

To trigger a macro:<br />

• [Cue] [1] {Execute} [Macro] [5] [Enter] - triggers Macro 5 when cue 1 is executed.<br />

To trigger cue lists press:<br />

• [Cue] [1] {Execute} {Cue} [4] [/] [6] [/] [Enter]<br />

• [Cue] [1] {Execute} {Cue} [2] [/] [thru] [5] [/] [Enter]<br />

To trigger a specific cue on another fader:<br />

• [Cue] [4] {Execute} [Cue] [4] [/] [5] [Enter]<br />

When cue list triggers are set, the system will automatically execute same numbered cues on the<br />

associated cue list. For example, assume that the last instruction above was applied to cue list 1,<br />

cue 1. When cue 1/1 is executed, any cues numbered “1” in cue list 2 thru 5 will be executed<br />

accordingly. If there is not a cue 1 in those lists, no action is taken on them. If there are cue numbers<br />

on secondary cue lists that are not in cue list 1, those cues are skipped and the subsequent cue<br />

taken as an “out-of-sequence” cue when triggered.<br />

Therefore, it is valuable to create dummy cues in the master cue list if needed, to ensure that no<br />

cues on the secondary cue lists are skipped.<br />

Removing a trigger:<br />

To remove a trigger, access the cue number and press {Execute}, the record target type and press<br />

[Enter].<br />

• [Cue] [5] {Execute} {Cue/Macro} [Enter]<br />

164 <strong>Ion</strong> Operations Manual


Modifying Cues Live<br />

Recorded cues can be modified live. Cue attributes (such as link, loop, label and so on) may be<br />

edited as well. The cue does not need to be active (played back) to change cue attributes. You may<br />

also change cue attributes for a range of cues if you wish.<br />

Using [At] [Enter]<br />

A useful feature when editing cues is [At] [Enter]. This is a simple feature which allows you to<br />

select any channel or parameter, or several of them, and remove their move instructions, allowing<br />

the value from the previous cue to be manually recalled.<br />

[At] [Enter] is essentially a “recall from the previous cue” command; it completely removes a move<br />

instruction and any manual data, and replaces it with the value from the previous cue.<br />

For Example:<br />

Cue 5 is active in Live.<br />

• [Group] [1] [Focus] [At] [Enter]<br />

This command lifts the current move instructions for Group 1 focus, and recalls the focus<br />

data for those lights from the immediately preceding cue. It is now manual, and can be<br />

stored or updated as required.<br />

You may also use [At] [Enter] to affect only certain channels or parameters by selecting them<br />

specifically:<br />

• [2] [At] [Enter] - this will remove the changes for channel 2 only.<br />

• [2] [Color] [At] [Enter] - this will remove only the color data changes for channel 2.<br />

• [2] [Thru] [5] [+] [9] [+] [1] [1] [Thru] [1] [5] [-] [1] [2] [-] {Zoom} [At] [Enter]- removes<br />

the changes for only the selected channels for all parameters except zoom.<br />

Using Record<br />

You may modify a cue by rerecording it entirely. After making changes to channels or parameters:<br />

• [Record] [Enter] [Enter] - will replace any data in the active cue with the current stage<br />

settings.<br />

• [Record] [Cue] [x] [Enter] [Enter] - will replace the any data in cue “x” with the current<br />

stage values.<br />

Note:<br />

Using [Record] will record all parameters of all non-default channels onstage.<br />

This means that all other cue data and submaster data will be included in the<br />

record action.<br />

This is a common method when working with a single cue list. When working with<br />

multiple cue lists or submasters, [Record Only] is a useful tool.<br />

11 Working with a Single Cue List 165


Using Record Only<br />

Modifying existing cues using [Record Only] is considered a “selective store” function. As such, it<br />

adds or modifies only manual data to the target cue, but leaves any other data that was already in<br />

the cue intact and does not include playback values from other cue lists or submasters. [Record<br />

Only] is a good way to modify existing cues without including contributions from other playbacks in<br />

the cue. In that way, it is very similar to update.<br />

• [Record Only] [Enter] [Enter]- adds the current manual data to the selected cue.<br />

• [Record Only] [Cue] [x] [Enter] [Enter] - adds the current manual data to cue “x”.<br />

Move To<br />

You can use the command {Move To} to move a cue from one location in the cue list to another.<br />

• [Cue] [4] {Move To} [8] [Enter] - moves the contents of cue 4 to cue 8.<br />

Cue 4 is removed entirely. If cue 8 already existed, a confirmation will be required before<br />

replacing cue 8 (unless confirmations have been disabled in setup). Any contents of cue 8 will<br />

be replaced entirely.<br />

166 <strong>Ion</strong> Operations Manual


[Update]<br />

Update is a powerful feature, and also very versatile. Using a combination of [Cue Only], [Track],<br />

[Trace], and {Make Absolute}, the number of ways you can update specific information and<br />

manual data is virtually endless. Below you will find some examples of how data can be updated to<br />

various record targets either at once, or individually. This list is by no means exhaustive, so you are<br />

encouraged to try methods of updating on your own.<br />

Update Dialogue Box<br />

When you press [Update], a dialogue box will open in the CIA and the following options are<br />

displayed:<br />

• {Update All} - updates the background cue and all references (nested and otherwise). <strong>Ion</strong><br />

defaults to this option.<br />

• {Make Absolute} - updates the background cue and convert all levels to absolute values,<br />

thereby removing any references.<br />

• {Break Nested} - updates the background cue’s first level of reference only, thereby breaking<br />

any reference beyond the first. For example, if cue 1 channel 1 references preset 3, which<br />

then references color palette 5, when updated with this option, preset 3 would be updated,<br />

color palette 5 would not, and the reference to CP5 would be broken in preset 3.<br />

The dialogue box also provides you with a listing (by record target) of what channels or parameters<br />

will be impacted by the update instruction. If the channel contains a reference in the cue, it is<br />

indicated. If not, a “+” is displayed. Any channels not owned by the background cue are displayed<br />

as “Unowned” and will therefore be excluded from the update.<br />

Update Dialogue Box<br />

Once you have made a selection from the available options, press [Enter] and the target will be<br />

updated.<br />

11 Working with a Single Cue List 167


Updating to References<br />

When a cue is active, it is possible that various record targets (palettes or presets) will be played<br />

back within that cue. As changes are made to the data in that cue, as well as to the individual<br />

palettes or presets, updating both the cue and references within that cue is simple. When you have<br />

overridden a reference in a cue, the data is displayed in red with a red “R” in superscript next to the<br />

channel’s intensity.<br />

By default, <strong>Ion</strong> updates any referenced data that was included in the cue.<br />

For Example:<br />

Cue 5 is recalled Live. It contains references to color palette 1 and preset 2. You make<br />

changes to channels included in these record targets. To update both the cue and the<br />

palettes or presets, press:<br />

• [Update] [Enter]<br />

This will automatically take the manual changes and update them to color palette 1 and<br />

preset 2. Therefore cue 5 now references these new values, and the modifications to CP1<br />

and PR2 have propagated through all of the show data.<br />

If you had made changes to other channels that were not included in the palettes or presets<br />

used in cue 5, those values would also be updated to the cue as absolute data.<br />

Updating Without References (Make Absolute)<br />

If you want to record your changes to the cue without updating the references, you may use {Make<br />

Absolute} break the associated to the reference. The {Make Absolute} command can be applied<br />

to the required channels or parameters before the update instruction, or they can be applied during<br />

the update.<br />

• [Update] {Make Absolute} [Enter] - breaks the references for any parameters which have<br />

been changed and update the cue with the changes. The referenced target will no longer be<br />

displayed in the channels which were made absolute. All of the data updated in cue 5 will now<br />

be shown as absolute data.<br />

• [5] [Thru] [9] [Update] {Make Absolute} [Enter] - breaks only the references for channels 5-<br />

9 and record their manual values to the cue. Other manual values will not be included in this<br />

update.<br />

You may also use [Record Only] to break references.<br />

For Example:<br />

Cue 5 is active and onstage. Channels 5-20 are currently referencing preset 1. You make<br />

changes to channels 5-9. The data for these changes is now manual. Press:<br />

• [Record Only] [Enter] [Enter]<br />

If there were other changes on stage, you could have commanded:<br />

• [5] [thru] [9] [Record Only] [Enter] [Enter]<br />

Only the manual data will be recorded as an update to cue 5. The reference to preset 1 for<br />

channels 5-9 is broken and now the cue will display the absolute data rather than the<br />

reference indicator.<br />

Update Break Nested<br />

This is used only when presets that have embedded palette data are modified in a cue. If you wish<br />

to maintain the link to the preset, but not impact the palette that was the source of the preset,<br />

[Update] {Break Nested} can be used.<br />

168 <strong>Ion</strong> Operations Manual


Using Cue Only/Track<br />

The [Cue Only/Track] key can be used as an applied exception to the cue only/track system<br />

setting. Therefore if the system is set to Cue Only, the key behaves as a [Track] command.<br />

Alternatively, if the system is set to Track, the key behaves as a [Cue Only] button.<br />

For more information on Tracking vs. Cue Only see Tracking vs. Cue Only, page 5 in Setup.<br />

[Cue Only/Track] can be used in conjunction with record or update functions. Following are some<br />

examples of use:<br />

Note:<br />

In the following examples, the commands [Cue Only] and [Track] indicate the<br />

same key hit of [Cue Only/Track] - a single button on the keypad. The system<br />

setting determines the actual context of the button.<br />

For clarity, only the contextual function of the button is used in the examples.<br />

With system set to “Track”<br />

• [Record] [5] [Cue Only] [Enter] [Enter] - rerecords cue 5. This will make the changes<br />

to cue 5 only. The changes will not track forward through the list.<br />

• [-] [Color] [Record] [5] [Cue Only] [Enter] [Enter] - as above, but changes to color<br />

parameters will not be included in the record and all data that was included will not track<br />

forward. Color data in the cue remains unchanged.<br />

• [Update] [5] [Cue Only] [Enter] - updates cue 5 with only those manual parameters<br />

that were receiving their instructions from that cue. The changes will not track forward in the<br />

list. Note that if the data being updated were referenced, this action updates the referenced<br />

target as well.<br />

• [-] [5] [Record] [7] [Cue Only] [Enter] [Enter] - rerecords the specified cue, except<br />

the contributions from channel 5. The changes will not track forward in the list.<br />

With system set to “Cue Only”<br />

• [Record] [5] [Track] [Enter] [Enter] - rerecords cue 5. This will force the changes to<br />

track forward in the list until the next move instruction or block.<br />

• [-] [5] [Color] [Record] [7] [Track] [Enter] [Enter] - rerecords the specified cue,<br />

except the color data from channel 5. The recorded changes will track forward in the list.<br />

• [Update] [3] [thru] [7] [Track] [Enter] - updates cues 3 thru 7. Range updates are<br />

subject to the normal rules of track/cue only in determining impact on subsequent cues.<br />

11 Working with a Single Cue List 169


Using Trace<br />

[Trace] works just as Track does, except it allows changes to be tracked backwards through the<br />

cue list, until it sees a move instruction. A trace will track into, but not beyond, a blocked instruction.<br />

Following are some examples:<br />

• [Update] [5] [Trace] [Enter] -updates cue 5, and tracks changes backward until a<br />

move instruction is encountered. If the system is in track mode, the change will track forward<br />

in the cue list until the next move instruction or block. If in cue only mode, this has no impact<br />

on subsequent cues.<br />

• [Update] [Trace] [Cue Only/Track] [Enter] - updates the selected cue and tracks changes<br />

backward until a move instruction is encountered. If the system is in track mode, the change<br />

is prohibited from tracking forward in the list. If in cue only mode, the change is allowed to track<br />

forward.<br />

Updating the Current Cue<br />

The current cue is updated by simply pressing [Update] [Enter]. When only one cue list is active,<br />

this update will include any changes to all channels.<br />

Updating a Source Cue<br />

To update the source of a level in the current cue (therefore, a move instruction in a prior cue) you<br />

must specify a trace for the desired channel(s).<br />

• [5] [Update] [Trace] [Enter] - updates any manual changes for channel 5 in the current cue.<br />

Any tracked values for channel 5 are traced back to the source of the value (the original move<br />

instruction) and changed to the new value. The value for traced changes in the current cue will<br />

be magenta indicating it is a tracked value.<br />

• [Trace] [Trace] - If a channel was inactive in the cue (either because it had not previously<br />

been used in the cue list, or it was a tracked zero) and is set to a new level, by default the new<br />

level will not track back. You can force it by pressing [Trace] twice.<br />

Updating a Non-Active Cue<br />

It is possible to use the same update commands illustrated above to update inactive cues (cues not<br />

live onstage). In these situations, if the updated cue is not the source of a channel’s live value,<br />

manual data will remain manual. If the updated cue is the source of the current value, the values will<br />

change to magenta (indicating tracked) when the update is completed.<br />

170 <strong>Ion</strong> Operations Manual


Recording and Editing Cues from Blind<br />

Press [Blind] and the selected cue will be displayed. You can make changes to cues in the blind<br />

display using either the summary, table, or spreadsheet views.<br />

Note:<br />

If changes are made in the blind display to an active cue, these changes will not impact the current<br />

stage state. To make blind changes active you can press [Assert] & {Load} button for the fader<br />

associated with the cue.<br />

Move instructions can be removed from a cue by selecting the channel and pressing [At] [Enter].<br />

This allows all values from the previous cue to track into the current cue. You can also use this<br />

command for specific parameters as well.<br />

For Example:<br />

Suppose you are in blind cue 5 and you make changes to channels 1-5:<br />

• [1] [Thru] [5] [At] [5] [Iris] [3] [5] [Enter]<br />

Intensity goes to 50% and Iris to 35%. You decide to remove the Iris instruction:<br />

• [Iris] [At] [Enter]<br />

The Iris value from the previous cue tracks in. Then you remove the intensity change as<br />

well:<br />

• {Intensity} [At] [Enter]<br />

All values from the previous cue track in.<br />

Instead of using multiple commands, you can, in one command, return the channels to their<br />

values from the previous cue:<br />

• [1] [Thru] [5] [At] [Enter]<br />

The impact of blind edits on subsequent cues is determined by the default setting of Track/Cue Only<br />

mode. Obviously in track mode any changes will track forward until the next move instruction,<br />

unless [Cue only] is pressed. In cue only mode any changes will apply only to the selected cue. If<br />

you want values to track forward, the [Track] button will allow it. The track/cue only instruction must<br />

be applied when a value is entered. [Trace] can also be used to have changes trace back to the<br />

initial move instruction. Such as:<br />

• [1] [Thru] [5] [At] [5] [Cue Only/Track] [Enter]<br />

• {Intensity} [Cue Only/Track] [At] [Enter]<br />

• [1] [Thru] [5] [At] [5] [Cue Only/Track] [Trace] [Enter]<br />

To Live From Blind<br />

Edits in blind take effect immediately. [Record] or [Update] commands are not<br />

required in blind.<br />

From blind, a softkey {Live} is posted when you press [Recall From] or [Copy To] to allow you to<br />

copy to or recall information from live. The following examples only work with the {Live} softkey, not<br />

the [Live] hard key.<br />

• [1] [Recall From] {Live} [Enter]<br />

• [2] [Copy To] {Live} [Enter]<br />

11 Working with a Single Cue List 171


From Summary or Table Views<br />

Use the [Format] key to cycle through the available views (see Using [Format], page 43).<br />

Summary view allows you to see the greatest number of channels at once, though parameter data<br />

is somewhat truncated. Channels with focus, color, or beam data are indicated with a respective F,<br />

C, or B beneath the level data. This view is useful for viewing lots of channel data at once or for<br />

editing primarily intensity values.<br />

Table view grants you greater visibility of parameter data and a reduced number of visible channels.<br />

This view displays channels along the y axis and parameters along the x axis. Parameter<br />

categories are always visible (I, F, C, and B). You can also view specific parameters by pressing<br />

and holding the [Data] button and then pressing the category softkey(s) for the parameters you<br />

wish to view. This will expand the category to show any parameters used in the show. You can also<br />

deselect the parameters you do not wish to see. This is remembered the next time you go to table<br />

view.<br />

The table view is useful for viewing and editing all parameters for a smaller number of channels.<br />

Both summary and table views allow you to make changes to channels or parameters.<br />

From the Cue Spreadsheet<br />

The cue spreadsheet is another useful blind view of cue data. In spreadsheet view, cues are listed<br />

on the y axis and channels and parameters are displayed on the x axis. This view is useful for<br />

viewing a limited number of channels over a span of numerous cues. This makes spreadsheet view<br />

useful for viewing overall trends in channel and parameter data.<br />

Editing cue ranges is possible in spreadsheet view. {Move To} is only available from this view. To<br />

select an entire cue range, you can press [Cue] [enter the first cue] [Thru] [Enter].<br />

172 <strong>Ion</strong> Operations Manual


Replace With<br />

{Replace With} is used to select channels that have certain specified values and then provide new<br />

instructions for those values.<br />

For Example:<br />

Select a range of cues:<br />

• [Cue] [1] [Thru] [9] [Enter]<br />

Select a range of channels that are used throughout these cues and enter a change<br />

instruction:<br />

• [1] [Thru] [7] [Color Palette] [5] {Replace With} [3]<br />

[Enter]<br />

This instruction finds all instances of channels 1-7 in cues 1-9 that are in color palette 5 and<br />

replace CP5 with CP3. Be aware of the track/cue only settings when using this command.<br />

The range of possibilities of potential {Replace With} commands is virtually endless and can be<br />

applied to single cues or channels, ranges of cues or channels, parameters of any type, or timing<br />

data.<br />

Move To<br />

{Move To} is used to move cues from one location in a cue list to another location in the same or a<br />

different cue list. When cues are moved, values that were tracks or move instructions and now<br />

match the previous cue will be auto-blocked by the system. The impact on subsequent cues is<br />

based on track/cue only settings as described above. Below is an example of {Move To}:<br />

• [Cue] [2] {Move To} [9] [Enter] - the contents of cue 2 moves to cue 9. Cue 2 is<br />

deleted. If cue 9 already existed, a confirmation would be required to overwrite it. You can also<br />

hit [Copy To] [Copy To] to access {Move To}.<br />

In the above example, any tracked values in cue 2 become blocks (see Block, page 162) or moves<br />

in cue 9, as well as any move instructions which now match the previous cue. Cues after cue 9 are<br />

affected based on the default setting of track/cue only. Any values in the cue after cue 2 that tracked<br />

from moves in cue 2 are changed to move instructions.<br />

Ranges of cues can be moved as well. You can also move cues to other cue lists. In either of these<br />

situations if any cue is to be overwritten, a confirmation is required.<br />

Using Encoders in Blind<br />

When a cue is specified, you can select channels and alter parameters using the encoders. [Cue<br />

Only/Track] can be placed on the command line to determine how these changes will impact<br />

subsequent cues.<br />

11 Working with a Single Cue List 173


Deleting Cues<br />

Cues, lists of cues, or ranges of cues can be deleted. When deleting cues, the track/cue only setting<br />

of the console will determine how subsequent cues are affected. The [Cue Only/Track] button can<br />

be used to modify the default behavior as needed.<br />

In Track Mode<br />

When the console is in track mode, deleting a cue also removes any move instructions provided by<br />

the cue. For example, assume you have stored cues 1-10 and cue 5 contains move instructions for<br />

channels 1-5. If cue 5 is deleted, the move instructions are deleted as well and the values from cue<br />

4 will track directly into cue 6 and beyond.<br />

In this instance, if you used the [Cue Only] button in the delete instruction, cue 5 would be deleted,<br />

but the tracked values in cue 6 that originated in cue 5 would remain and be converted to move<br />

instructions.<br />

In Cue Only Mode<br />

When the console is in cue only mode, any subsequent tracked values are not eliminated, but are<br />

converted to move instructions instead.<br />

In the example above, deleting cue 5 (in cue only mode) would result in any tracked values in cue<br />

6, that originated in cue 5, being converted to move instructions.<br />

If you apply the [Track] button to the delete instruction, the move instructions from cue 5 are<br />

deleted and the values from cue 4 would then track into cue 6 and beyond.<br />

Some examples of cue deletion are:<br />

• [Delete] [5] [Enter] [Enter] - deletes cue 5. Subsequent cues in the list are affected<br />

depending on the console default setting as described above.<br />

• [Delete] [6] [Cue Only/Track] [Enter] [Enter] - deletes cue 6, making exception to the<br />

default setting, as described above.<br />

• [Delete] [7] [Part] [1] [Enter] [Enter] - deletes part 1 of cue 7.<br />

• [Delete] [8] [Part] [1] [Thru] [3] [Cue Only/Track] [Enter] [Enter] - deletes parts 1-<br />

3 of cue 8, making exception to the default setting, as described above.<br />

• [Group] [1] [Delete] [2] [Enter] - deletes any channels in group 1 from cue 2. Cue 2<br />

remains in the cue list and any channels not in group 1 are unaffected.<br />

• [Delete] [2] [thru] [8] [Cue Only/Track] [Enter] [Enter] - deletes cues 2-8, making<br />

exception to the default setting, as described above.<br />

174 <strong>Ion</strong> Operations Manual


Chapter 12<br />

Using Mark<br />

{Mark} is an instruction that automates the process of presetting moving lights to their required<br />

state in a cue, prior to fading intensity up. This allows your moving lights to unobtrusively perform<br />

non-intensity parameter transitions in an inactive (darkened) state.<br />

<strong>Ion</strong> provides two different methods to mark lights: AutoMark and Referenced Marks.<br />

This chapter contains the following sections:<br />

• AutoMark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .176<br />

• Referenced Marks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .177<br />

12 Using Mark 175


AutoMark<br />

The AutoMark feature is a system default setting and can be turned on or off at a global level. The<br />

system default for this setting is off. To change the default settings see Show Settings, page 95.<br />

When AutoMark is enabled, non-intensity parameter transitions will occur in the cue immediately<br />

preceding the cue in which the changes are stored, if intensity in that cue is moved from zero to any<br />

active level. Therefore, the preceding cue “executes” the AutoMark.<br />

AutoMark information is displayed for cues or cue parts. It is not a channel instruction. AutoMarked<br />

cues are indicated by an “M” in the M column of the playback status display.<br />

AutoMarks will execute using the time of the cue in which the moves occur (the cue indicated by<br />

“M”). The exception to this is if discrete timing is stored with the move instruction, in which case the<br />

discrete time will be used.<br />

Conditions Triggering an AutoMark<br />

The following rules determine which channels AutoMark is applied to and how it is deployed:<br />

• The marked cue must have a move instruction for intensity of moving lights above zero or null.<br />

• The marked cue must have a move instruction for non-intensity parameters of those channels.<br />

• AutoMark will not occur if the channel is receiving an intensity instruction from another source<br />

(such as a submaster or HTP fader).<br />

• AutoMark must be enabled for an AutoMark to occur. AutoMark is based on the current setting<br />

of the default during playback. It does not matter what the setting is at the point of record.<br />

• On a “per channel” basis, an AutoMark does not occur until:<br />

• Any parameter delay time has elapsed and<br />

• The intensity has reached zero and the parameter has completed any previous<br />

movement.<br />

Allowing a Live Move<br />

When AutoMark is “On” it is possible to override it on a per cue (or cue part) basis. The override will<br />

be available through a softkey, “AutoMark Off”. This softkey is not visible when AutoMark is<br />

disabled in default settings.<br />

AutoMark can be disabled on cues or cue parts.<br />

When enabled, the cue that executes the mark will have an “M” in the flags field. If AutoMark is<br />

disabled, allowing a live move, a “D” is displayed in the flags field of the cue or cue part where the<br />

data is stored.<br />

By using AutoMark with multipart cues, it is possible to have some parameters mark and others<br />

move live.<br />

AutoMark and Timing<br />

An AutoMark will happen in the time of the cue in which is moving (the “M” cue), unless the channel<br />

has discrete timing. In which case, the discrete timing will apply to the moves. Discrete timing is<br />

applied in the cue where the move instruction is stored.<br />

176 <strong>Ion</strong> Operations Manual


Referenced Marks<br />

Referenced marks are user-specified marks that are manually applied to specific channels or<br />

parameters. When AutoMarks are disabled, referenced marks may be used. AutoMark and<br />

Referenced Marks cannot be used simultaneously.<br />

Note:<br />

If you begin programming with AutoMark enabled, and then disable the feature, all<br />

of the AutoMarks in the show are converted to referenced marks.<br />

There are essentially two parts to a successful referenced mark. The first part is the cue with the<br />

mark flag (set by the user). This is the cue in which any non-intensity parameters will change. This<br />

cue is referred to as the marked cue.<br />

The second part is the cue with intensity value for the channels in question. This is referred to as the<br />

source cue. This is also the cue where the non-intensity moves are stored.<br />

In order to use mark properly, you must specify channels to be marked in the source cue. <strong>Ion</strong> will<br />

not assume all moving lights apply to any given mark.<br />

There are two ways to apply a referenced mark. You can apply a mark flag at a cue level and then<br />

subsequently reference that flag in a later cue, or you can apply a mark in a cue and reference back<br />

to an earlier cue.<br />

Referenced marks are useful because the non-intensity parameter data is stored in the cue that<br />

actually fades the lights up. Therefore, any changes to the non-intensity parameter data is modified<br />

in the source cue. You do not need to worry about changing it in the marked cue.<br />

Setting Referenced Mark Flags<br />

You can apply a mark flag by pressing:<br />

• [Cue] [n] {Mark} [Enter]<br />

This sets a flag (M) on a cue for later marking activity. In subsequent cues, when channels are<br />

marked, they will preset for movement in this cue (unless told to mark elsewhere).<br />

When you are building a cue containing channels that you want to mark, do the following:<br />

• [select channels] {Mark} [Enter]<br />

• Store the cue, following normal procedures. <strong>Ion</strong> will automatically look backwards in the cue<br />

list for the first mark flag it encounters.<br />

For Example:<br />

Assume you had placed a mark flag on Cue 10 (this is becomes the Marked Cue).<br />

• [Cue] [10] {Mark} [Enter]<br />

Later you store Cue 12 with a mark instruction on channels 1-10 (this becomes the Source<br />

Cue).<br />

• [1] [thru] [10] {Mark} [Enter] - Note that channels 1-10 are displayed with a red<br />

“M” in the upper right corner.<br />

• [Record] [1] [2] [Enter]<br />

Since no specific mark instruction was given to the channels in cue 12, the channels will<br />

mark back to the first “M” encountered in the preceding cues of the cue list, provided that<br />

the intensity for those channels is “out” throughout the duration of the mark.<br />

When Cue 10 is played back, the non-intensity parameters of channels 1-10 will fade to the<br />

values stored in Cue 12. Then in Cue 12, the intensity will fade up on those channels.<br />

12 Using Mark 177


Mark Display Indicators<br />

In the previous example, indications that a mark had been placed are as follows. Cue 10 would be<br />

shown with a mark flag (M) in the cue list. In addition, when cue 10 is played back, channels 1-10<br />

will show a green “MK” in the intensity field, while the non-intensity parameters would show the<br />

source cue number in green “Q12” (the MK in the intensity field is green if, in cue 10, the lights are<br />

fading to zero and then the NPs are marking. If, in cue 10, channels 1-10 were already at zero, a<br />

magenta “MK” will be displayed).<br />

The source cue (cue 12) would include a green “M” next to the intensity level and any non-intensity<br />

parameter values would be displayed in green. Also, in the cue list, cue 12 would have an “R” in the<br />

mark flags field. If a mark has been placed on a cue, but that cue is not yet marking any lights, the<br />

“M” will be represented as “m”. You will also see an “m” if the mark is no longer in tact.<br />

Applying Flags as Channels are Marked<br />

You may also apply a mark flag to a previous cue by doing the following:<br />

• [select channels] {Mark} [Cue] [5] [Enter]<br />

• [Record] [Cue] [8] [Enter]<br />

This would mark cue 5 to perform any non-intensity moves stored in cue 8. The display indicators<br />

for this mark would be the same as shown in the previous example. As long as intensity is at zero<br />

within the cue range, if there are any non-intensity move instructions for these channels between<br />

these two cues, they will be removed.<br />

It is also possible to mark only certain parameters for marked moves, while allowing live moves for<br />

other parameters.<br />

For Example:<br />

If you wanted to mark only focus, and allow all other parameters to transition while the light<br />

is fading up, you can press:<br />

• [1] [thru] [10] [Focus] {Mark} [Enter]<br />

Removing Referenced Marks<br />

Mark is a toggle state. Therefore, the first mark command sets a mark. The second removes it.<br />

To remove a mark flag from a cue, press:<br />

• [Cue] [n] {Mark} [Enter]<br />

To remove a mark from a channel:<br />

• [select channel] {Mark} [Enter]<br />

Note:<br />

If a mark is removed from a channel in live, the corresponding cue must be<br />

updated.<br />

178 <strong>Ion</strong> Operations Manual


It is also possible to mark to a cue that doesn't exist, and when the mark is stored, <strong>Ion</strong> will<br />

automatically create the cue to mark to.<br />

For Example:<br />

If cue 2 does not exist yet:<br />

• [select channels] {Mark} [2] [Enter]<br />

The command line will display, “Create Mark Cue?”<br />

• [Enter]<br />

When the cue is stored, the system will automatically create a cue 2 and mark the lights to it.<br />

If a light is marked and that mark is later broken (for example being used by a move instruction<br />

stored in the mark range), <strong>Ion</strong> will attempt to repair the mark. This is done by automarking in the cue<br />

previous to intensity fading up, if possible. This will be indicated in the cue list by a “*” in the cue<br />

immediately proceeding the “R” cue.<br />

Mark Earliest<br />

The {Earliest} command can be used with {Mark} to mark the channel into the cue after the last<br />

intensity moved from a nonzero level to 0. The mark is stored and behaves exactly as if you had<br />

typed the cue number instead of {Earliest}. This works in blind, or in live if you record afterwards.<br />

For Example:<br />

Cue 2 moves the intensity for channel 1 to 0, Cue 3 thru 4 have no intensity for channel 1,<br />

and Cue 5 has the intensity move to full. From Cue 5:<br />

• [1] {Mark} {Earliest} [Enter]<br />

This will work the same as [1] {Mark} [Cue] [2] [Enter], and will mark from cue 2 to cue 5.<br />

Note:<br />

[Mark] {Earliest} will mark through block cues or blocked intensity moves of 0,<br />

until it finds the earliest intensity move to 0. If the cue immediately before the cue<br />

being marked is the earliest intensity move to 0, it will mark in that cue.<br />

12 Using Mark 179


Mark Symbols<br />

The symbols that appear in the Mark flag include:<br />

• D. . . . . . . . . . . . . . . . . . .AutoMark is disabled.<br />

• R. . . . . . . . . . . . . . . . . . .Indicates a manual reference override. Manual changes have<br />

been made that override a previously stored reference (such<br />

as to a palette or preset). Once recorded, the reference will<br />

be broken. If updated, the referenced target will be updated<br />

as well, unless otherwise instructed.<br />

• M . . . . . . . . . . . . . . . . . .Indicates a mark is placed, but manual, and must be stored.<br />

Is blue when stored.”m” indicates cue is not marking.<br />

• + . . . . . . . . . . . . . . . . . . .Indicates a cue is both a marking and reference cue when<br />

displayed in the mark flag.<br />

• - . . . . . . . . . . . . . . . . . . .Indicates a dark move, a cue that has any non-intensity<br />

parameters moving on channels whose intensity is at 0.<br />

• x . . . . . . . . . . . . . . . . Indicates that a mark has been placed, but the mark has been<br />

broken. If possible, <strong>Ion</strong> will automark the lights.<br />

180 <strong>Ion</strong> Operations Manual


Reference Marks and Timing<br />

Movement of non-intensity parameters in conjunction with a mark will adhere to the following timing<br />

rules.<br />

If discrete timing is used for non-intensity parameters:<br />

When channels execute a mark, the moves will use the discrete time(s) assigned to them<br />

in the source cue.<br />

For Example:<br />

A mark is applied to Cue 5, making it the marked cue.<br />

• [Cue] [5] {Mark} [Enter]<br />

Later, channels 1-10 are assigned discrete timing and a mark instruction:<br />

• [1] [thru] [1] [0] {Focus} [Time] [8] {Mark} [Enter]<br />

Then, those channels are recorded into Cue 10:<br />

• [Record] [1] [0] [Enter]<br />

In this instance, when Cue 5 is executed, channels 1-10 will perform their focus parameter<br />

moves in 8 seconds, as specified in Cue 10 (the source cue, which is the source of their<br />

move instruction).<br />

If no discrete timing is used for non-intensity parameters:<br />

When channels execute a mark, the moves will use the time recorded in the marked cue.<br />

For Example:<br />

Cue 5 is recorded with a time of 10 seconds.<br />

• [Record] [5] [Time] [1] [0] [Enter]<br />

A mark is applied to Cue 5 as above.<br />

• [Cue] [5] {Mark} [Enter]<br />

Later, channels 1-10 are assigned a mark instruction and then recorded into Cue 10 with<br />

no discrete timing:<br />

• [1] [thru] [1] [0] {Mark} [Enter]<br />

• [Record] [1] [0] [Enter]<br />

When Cue 5 is executed, channels 1-10 will perform their non-intensity parameter changes<br />

in 10 seconds, as specified in Cue 5 (the marked cue).<br />

12 Using Mark 181


182 <strong>Ion</strong> Operations Manual


Chapter 13<br />

Using Filters<br />

Filters are used to determine which parameters can be stored to cues, palettes, and presets. The<br />

filter selection tool in the CIA affects record operations as long as the filters are set.<br />

This chapter contains the following sections:<br />

• Record Filters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .184<br />

• Storing Data with Record Filters . . . . . . . . . . . . . . . . . . . . .186<br />

13 Using Filters 183


Record Filters<br />

Record filters are used to select specific parameter data to store to record targets. When no filters<br />

are selected, all parameters can be stored, as appropriate to the [Record], [Record Only] and<br />

selective record action used.<br />

Note:<br />

When storing show data, applied filters are highlighted and allow the associated<br />

parameters to be stored in record targets.<br />

When filters are deselected (not highlighted), they prohibit storing the associated<br />

parameters.<br />

There is no difference between having all filters selected and having no filters<br />

selected (default). In either state, all parameters are available for recording.<br />

Record filters are applied from the CIA using the following buttons:<br />

CIA - parameter<br />

buttons<br />

Filter button<br />

Parameter category<br />

buttons<br />

The parameter category buttons can be used to select filters, as follows:<br />

• Intensity (enables recording intensity data)<br />

• Focus (enables recording pan and tilt)<br />

• Color (enables recording color data)<br />

• Beam (enables recording all beam data)<br />

184 <strong>Ion</strong> Operations Manual


To apply record filters by category:<br />

Step 1: Click {Filters} in the top-right corner of the parameter grid in the CIA. The parameter<br />

buttons change to display filter selection.<br />

Step 2: Click the parameter category button {Intensity/Focus/Color/Beam} for the category<br />

you want to include in the record target. All parameters in that category will be<br />

highlighted and “Filter On” will appear above the softkey.<br />

Step 3: Click {Filters}. The buttons return to their normal appearance.<br />

In subsequent record functions, only the filtered categories will be recorded. You may apply multiple<br />

category filters at once. Remember that applying all filters and no filters yields the same effect.<br />

Partial Filters<br />

If you do not want an entire category to be recorded, you may apply parameter specific filters<br />

(partial filters) instead.<br />

To apply partial filters:<br />

Step 1: Click {Filters} in the top-right corner of the parameter grid in the CIA. The parameter<br />

buttons change to display filter selection.<br />

Step 2: Click the parameter button (for example {Zoom}) for the parameter you want to<br />

include in the record target. That parameter will be highlighted and “Filter On” will<br />

appear above the softkey.<br />

Step 3: Click {Filters}. The buttons return to their normal appearance.<br />

In subsequent record functions, only the filtered parameters will be recorded. You may apply as<br />

many partial filters at once, as you wish. Any unfiltered parameters will not be included in record<br />

actions. In live, unfiltered parameter data is displayed in its proper color, but a grey “n” (indicating<br />

null data) will appear in the upper left corner of the parameter’s field.<br />

Removing Filters<br />

Applying filters is a toggle state. To remove any filter, simply repeat the application process<br />

described above. When pressed again, any applied filter will be removed.<br />

To remove all filters at once:<br />

Step 1: Press and hold [Filters]. The parameter buttons change to display filter selection.<br />

{Clear Filters} appears in the upper left corner of the parameter buttons.<br />

Step 2: Press {Clear Filters}. Any applied filters will be removed and the highlights will turn<br />

off.<br />

Step 3: Release [Filters]. The buttons return to their normal appearance. All parameters are<br />

now available to record functions.<br />

13 Using Filters 185


Storing Data with Record Filters<br />

If a record target is stored with filters in place, the filters allow only associated parameter data to be<br />

recorded in the target. Non-filtered data is not included when you record.<br />

The various record targets are affected by filters in the following ways:<br />

• Palettes - Palettes by definition are already filtered. The color and beam filters can be used<br />

to further modify what is stored in the color and beam palettes, however.<br />

• Presets - Active filter settings impact what is stored in presets.<br />

• Cues - Active filter settings impact what is stored in cues, even when using “record only”<br />

commands.<br />

• [Update] - Filter settings are ignored.<br />

• [Recall From] - Recall from instructions are not affected by the filters.<br />

186 <strong>Ion</strong> Operations Manual


Chapter 14<br />

Working with Multiple Cue Lists<br />

<strong>Ion</strong> provides many useful tools to allow you work efficiently and simultaneously with multiple cue<br />

lists. This chapter focuses on the features and methods used when working with more than one cue<br />

list.<br />

This chapter contains the following sections:<br />

• Recording to a New Cue List . . . . . . . . . . . . . . . . . . . . . . . .188<br />

• Using Assert. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .189<br />

• Changing the Active Cue List. . . . . . . . . . . . . . . . . . . . . . . .190<br />

• Using the Cue List Index. . . . . . . . . . . . . . . . . . . . . . . . . . . .192<br />

14 Working with Multiple Cue Lists 187


Recording to a New Cue List<br />

When recording cues, cue list 1 is initially used as the default cue list. Cue list 1 is displayed with<br />

only the cue number. It does not have a lead cue list number or a “/”. To record to another cue list,<br />

that list must be specified. Cues will then be recorded to that cue list until another list is specified,<br />

or until the selected cue is changed in live.<br />

You may record up to 999 cue lists in an <strong>Ion</strong> show file.<br />

The cue list that you are storing to is always determined by the selected cue, unless you specify a<br />

different cue list. The selected cue is displayed just above the command line on the CIA, and at the<br />

bottom of the live/blind screen.<br />

The selected cue is the last cue that you affected in live. This includes a record, an update or a<br />

playback action such as [Go], [Back], or a [Go To Cue] instruction, or simply changing the timing<br />

on a cue. It is very useful to keep an eye on the selected cue.<br />

Using Record<br />

[Record] will record all parameters of any channels that have non-default values to a specified cue.<br />

To record to a new cue list, press:<br />

• [Record] [2] [/] [5] [Enter] - this will create cue list 2 and will record the data to cue<br />

5 in that cue list.<br />

Any cues recorded after this will automatically record to cue list 2 until another cue list is specified<br />

or the selected cue changes the cue list number.<br />

Using Record Only<br />

[Record Only] can be used to create a new cue list instead of [Record]. [Record Only] stores only<br />

manual data to the specified cue.<br />

To record to a new cue list press:<br />

• [Record Only] [2] [/] [5] [Enter] - this will create cue list 2 and will record all manual<br />

data to cue 5 in that cue list.<br />

The cue list display will change to show only data from cue list 2. Any cues recorded after this will<br />

automatically record to cue list 2 until another cue list is specified or the selected cue changes the<br />

cue list.<br />

Make Manual<br />

This softkey can be used to convert live cue or submaster data into manual values, allowing them<br />

to be included in the [Record Only] operation. Therefore data from other cues or lists can be<br />

selectively converted to manual data and then stored to another cue/list using [Record Only].<br />

For more information on {Make Manual}, see Using {Make Manual}, page 199.<br />

188 <strong>Ion</strong> Operations Manual


Using Assert<br />

By default, channel parameters only respond to move instructions during playback (see Cue List<br />

Ownership, page 6). The [Assert] function allows tracked or blocked data from a cue to be<br />

replayed, even when another cue list has taken control of that channel or parameter.<br />

Assert can be applied to cues, cue parts, channels, channel parameters, or to entire cue lists.<br />

Asserted channels will play back their tracked and blocked values, regardless of cue list ownership,<br />

when the associated cue is replayed.<br />

At a Cue Level<br />

When applied at a cue level, [Assert] ensures that all data in the cue - both moves and tracks - will<br />

be played back at their stored values.<br />

To place an assert on a cue press:<br />

• [Cue] [x] [/] [y] [Assert] [Enter] - the cue will assert all of its channels upon playback. An “A”<br />

will be displayed in the “A” column of the cue attributes (cue index, playback status, and so<br />

on); indicating the cue has been asserted.<br />

At a Channel Level<br />

When applied at a channel or parameter level, assert ensures that the entire channel or the<br />

specified parameter will be played back at its stored value.<br />

To place an assert on a channel or group of channels:<br />

Step 1: [select channels] [Assert] [Enter] - a red “A” will appear next to all of the channels’<br />

parameters in the live/blind display. This indicates the assert is placed, but not yet<br />

recorded to a cue.<br />

Step 2: [Record] [x] [Enter] - the red “A” turns to blue in the live/blind display,<br />

indicating the assert has been recorded. In the cue x row of the playback status<br />

display or the cue list index, a lower case ‘a’ appears in the “A” column, indicating that<br />

a partial assert is included in cue x.<br />

You may also store this assert using [Update] or you can apply it in blind.<br />

To place an assert on specific parameters:<br />

Step 1: [select channels] {Intensity/Color/Focus/Beam or parameter buttons} [Assert]<br />

[Enter] - places an assert on the specific parameters of the selected channels.<br />

Step 2: [Record] [x] [Enter] - the assert is recorded to cue x. In the cue x row of the<br />

playback status display or cue list index, a lower case “a” appears in the “A” column,<br />

indicating that a partial assert is included in cue x.<br />

Assert is a very useful tool allowing channels that have been seized by other cue lists to be<br />

repossessed by the associated cue list, while still allowing the asserted channel data to be treated<br />

as tracked instructions.<br />

Assert can also be used from the command line to manually replay portions of a cue without having<br />

to replay the entire cue. Assert in this mode can only be used with cues that are currently active.<br />

To place an assert on a portion of a cue:<br />

• [Group] [6] [Assert] [Cue] [4] [Enter] - asserts the instructions for the channels in group 6<br />

in cue 4.<br />

14 Working with Multiple Cue Lists 189


Using AllFade<br />

Allfade is a cue attribute that commands any intensity values on stage that are not provided by the<br />

associated cue to fade to zero intensity when the cue is played. The allfade will adhere to the<br />

downfade time of the associated cue.<br />

This is useful in conjunction with assert, so you can regain control of channels from other cue lists<br />

and fade other channels from that cue list out.<br />

Note:<br />

Channels with tracked values in the associated cue will not fade out in response<br />

to an allfade. These tracked values are part of the associated cue and therefore<br />

will be played back.<br />

To assign an allfade to a cue:<br />

• [Record] [n] [/] [m] [Allfade] [Enter] - records cue n/m as an allfade cue, thereby<br />

forcing any channels not in the cue to fade to zero on playback.<br />

Like many other cue attributes, allfade is a toggle state. To remove the allfade flag, specify the cue<br />

and press [Allfade] [Enter].<br />

Changing the Active Cue List<br />

The active cue list will be displayed in detail on the playback status display. This view is changed by<br />

the following actions:<br />

• Recalling another cue list in the command line - [Cue] [3] [/] [Enter]<br />

• Recording a cue to another cue list - [Record] [3] [/] [8] [Enter]<br />

• Playing back a cue from the fader of another cue list - press [Go] for the associated fader.<br />

190 <strong>Ion</strong> Operations Manual


Using [Go To Cue] with Multiple Cue Lists<br />

[Go To Cue] defaults to the currently selected cue list. [Go to Cue] is a live function. It can not be<br />

used to change cues in blind. [Go to Cue] instructions can be executed from any operating mode,<br />

without returning to live.<br />

By default, a Go to Cue instruction is an out-of-sequence cue and will follow the rules of such (see<br />

Out-of-Sequence Cues, page 212).<br />

For examples of how to use [Go To Cue] in playback, please see Go To Cue, page 213.<br />

Using Go To Cue 0<br />

[Go To Cue] [0] is a command line instruction that resets all intensity values not owned by another<br />

fader to default, including any manual values that are not an override to another active fader value.<br />

[Go To Cue] [0] [Enter] also resets the selected cue list to the top of the list, with the first cue<br />

pending.<br />

To [Go To Cue] [0] on another cue list, press:<br />

• [Go To Cue] [2] [/] [0] [Enter]<br />

Note:<br />

Captured channels, independent values and values from other faders running a different cue list<br />

are not affected by a [Go To Cue] [0] command.<br />

When [Go To Cue] [0] is executed, any intensity values owned by the associated cue will fade out,<br />

while all non-intensity parameters remain in the current state. A [Go To Cue] [0] instruction does<br />

not impact the input from other programmers using partitioned control, unless the channels or<br />

parameters are shared.<br />

[Go To Cue] [0] & [Load]<br />

You can use the [Go To Cue] [0] button, located with the playback controls, in conjunction with a<br />

fader load button to send a specific cue list to cue 0. This action does not use the command line. On<br />

the desired fader, simply press:<br />

• [Go To Cue 0] & [Load]<br />

Using Go To Cue Out<br />

<strong>Ion</strong> has an added intensity parameter for LED fixtures, that by manufacturer<br />

default, have only RGB parameters but no intensity parameter. With this added<br />

control, the LED fixture will respond to the [Go To Cue] [0] command.<br />

To reset all parameters to their default state (unless they are controlled by a submaster) and reset<br />

all cue lists that are loaded to faders so that the first cue of each list is pending, press:<br />

• [Go To Cue] [Out] [Enter]<br />

14 Working with Multiple Cue Lists 191


Using the Cue List Index<br />

Stored<br />

cue lists<br />

The cue list index is a blind display list which shows the cue list you are working with, the cue status,<br />

any other stored cue lists and what (if any) faders the lists are loaded onto. All cue attributes can be<br />

edited from the list including whether the cue list is set to independent or not, and if the intensity<br />

values in the cue list will play back as HTP or LTP. While cue attributes can be changed in live or<br />

blind, independent and HTP/LTP settings can only be set in the cue list index.<br />

Open the Cue List Index<br />

You can access the cue list index by pressing [Cue] [Cue], or you can navigate within the browser<br />

to Record Target Lists > Cue List Index and press [Select].<br />

Selected<br />

cue list<br />

Cues in<br />

selected list<br />

List boundary<br />

(to move up or down,<br />

hover mouse here)<br />

The top half of the cue list index displays all stored cues, including cue attributes, for the selected<br />

cue list. The bottom half of the cue list index displays all stored cue lists. The selected cue list is<br />

highlighted.<br />

Using the mouse, you can move the barrier between the stored cue display (top) and the stored list<br />

display (bottom) to increase or decrease the viewing area of either section. Hover the mouse arrow<br />

over the list boundary until it changes to the familiar “move boundary” icon. Then click and drag the<br />

boundary up or down to the desired height.<br />

192 <strong>Ion</strong> Operations Manual


Cue List Attributes<br />

Cue list attributes determine how the cue list will interact with other playbacks. Cue list attributes<br />

include:<br />

• The cue list number<br />

• Playback<br />

• The cue list label<br />

• Fader proportional or intensity master (I-Master)<br />

• Independent On or Off (default is off)<br />

• Intensity HTP or LTP setting (default is LTP)<br />

• Assert<br />

• External links<br />

When a cue list is loaded to a fader, all attributes of that cue list are in effect. When a new cue list<br />

is loaded, the attributes of that cue list are in effect, and any manually set behavior of the fader<br />

(such as filter states, timing disable, etc.) are maintained.<br />

When the cue list index is in focus, the sofkeys change to {HTP/LTP}, {Independent}, {Assert},<br />

{Solo Mode}, {Fader}, and {Edit}.<br />

HTP/LTP<br />

The {HTP/LTP} softkey is a toggle state between LTP (latest takes precedence) and HTP (highest<br />

takes precedence). For more information on HTP/LTP see HTP vs. LTP, page 7.<br />

All parameters other than intensity are LTP.<br />

Intensity, by default, is also LTP. Cue lists can be set with an HTP intensity override. When a cue list<br />

is set to HTP, intensity values provided by that cue list will override the LTP value (of which there<br />

can be only one), provided the HTP instruction is higher than the LTP value. When a cue from an<br />

HTP cue list is executed, <strong>Ion</strong> determines if the intensity value when the cue is complete will be<br />

higher than the current setting. If so, the intensity will begin to fade from its current value to the<br />

required value in the incoming cue using the cue's upfade time.<br />

Note that this behavior is relevant only to cues. If an HTP cue is going to provide a higher level than<br />

a submaster value, <strong>Ion</strong> will wait until the value is matched before assuming control of the intensity.<br />

The following example illustrates the use of the {HTP/LTP} softkey in the cue list index:<br />

• [1] [/] {LTP/HTP} [Enter] - toggles the selected cue list between HTP/LTP behavior.<br />

Independent<br />

The {Independent} softkey sets a cue list to independent. Any channel parameters currently under<br />

the control of an independent playback cannot be changed by other non-independent playbacks or<br />

submasters. Independent status is equally shared between other independent cue lists and<br />

submasters.<br />

The following example illustrates the use of the {Independent} softkey in the cue list index:<br />

• [2] [/] {Independent} [Enter] - toggles the selected cue list between non-independent<br />

and independent mode.<br />

14 Working with Multiple Cue Lists 193


Solo Mode<br />

The {Solo Mode} softkey is useful in multiple programmer situations. {Solo Mode} is used to pull<br />

a cue list out after it has been synced with other lists for editing purposes.<br />

For Example:<br />

Cue List 1 is being used by one programmer and Cue List 2 was programmed by a second<br />

programmer. For the run of the show, the lists are synced so they run together. But if<br />

changes need to be made to Cue List 2 and not affect the playback of Cue List 1, {Solo<br />

Mode} can be used.<br />

• [Cue] [2] [\] {Solo Mode} [Enter] - places Cue List 2 into solo mode.<br />

{Solo Mode} is a toggle state. So if Cue List 2 is already in solo mode, and [Cue] [2] [\] {Solo Mode]<br />

[Enter] is used again, that list will no longer be in solo mode.<br />

Fader type<br />

Faders can be set as Proportional or Intensity Master (I-Master). This affects how cues are recalled<br />

and modified. See “Proportional vs. Intensity Master” on page 257.<br />

Proportional faders, when the slider is set to zero prior to the execution of a cue, will withhold<br />

playback of intensity data until the slider is raised. Intensity data will then be played back<br />

proportionally according to the level of the fader. Once the slider reaches full, the cue is considered<br />

complete and the cue is released from the manual fader. If the slider is at any value other than zero<br />

when the cue is executed, intensity values will play back normally. If the slider is returned toward<br />

zero, intensity in the cue will face to the previous level.<br />

Faders set as Intensity Masters will master the intensity level for cues during playback. Therefore,<br />

intensity masters set below 100% will proportionally limit playback of intensity data relative to the<br />

level that the slider is set. All non-intensity parameters are unaffected by the slider. Once the slider<br />

has reached full, control of intensity is retained. If the slider is moved toward zero, intensity will<br />

proportionally fade toward zero (not the previous state as per proportional faders).<br />

For Example:<br />

The playback fader for cue list 1 is an intensity master and the slider is set at 50%.<br />

When a cue is played back on this fader, intensity values will raise to 50% of their final<br />

values and then stop. As the intensity master is raised/lowered, intensities will increase/<br />

decrease accordingly. Once the slider has reached full, control of intensity is retained.<br />

Move To<br />

The {Move To} softkey is used to move cues from one location in a cue list to another location in the<br />

same or even a different cue list. When cues are moved, values that had tracked will be matched to<br />

the previous cue and will be auto-blocked by the system. The impact on subsequent cues is based<br />

on track/cue only conventions.<br />

The following example illustrates the use of the {Move To} softkey in the cue list index:<br />

• [1] [/] [2] {Move To} [2] [/] [1] [Enter] - moves the selected cue 2 from cue list<br />

1 to the new list 2. When a cue list is moved, any links that referenced the cue list are changed<br />

accordingly.<br />

Alternatively, you could use [Copy To] to copy the content of the cue to another cue or cue list.<br />

Edit<br />

The {Edit} softkey opens a blind channel view of the selected cue and changes focus from the cue<br />

list index. You can change the blind display to spreadsheet or table view by pressing the [Format]<br />

key. You can edit any of the cue attributes for the cue selected in the index, but the cue contents<br />

must be edited in the blind display. See “Recording and Editing Cues from Blind” on page 171.<br />

194 <strong>Ion</strong> Operations Manual


Chapter 15<br />

Advanced Manual Control<br />

This chapter describes some more advanced features for manual control functions. These features<br />

can save you valuable programming time.<br />

This chapter contains the following sections:<br />

• Using [Copy To] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .196<br />

• Using [Recall From]. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .197<br />

• Using {Make Null} . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .198<br />

• Using {Make Manual}. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .199<br />

• Using {Make Absolute} . . . . . . . . . . . . . . . . . . . . . . . . . . . . .199<br />

• Using [Capture] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200<br />

• Using [Undo] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .201<br />

15 Advanced Manual Control 195


Using [Copy To]<br />

[Copy To] allows you to copy all data from one channel to another, either within the current working<br />

mode or to a different record target. [Copy To] works much like [Recall From], but in the opposite<br />

direction, [Copy To] forces data to a channel from the selected channel, whereas [Recall From]<br />

pulls it from a channel to the selected channel.<br />

By using the IFCB category buttons or parameter buttons, you may copy subsets of channel data.<br />

Entire cues, cue ranges and cue lists can be copied to other locations. To only copy over intensity<br />

levels, use the {Only Levels} softkey.<br />

When referenced data is copied, if the copy target also has data in the reference that is being<br />

copied, the target will be placed in that reference (such as, CP 1), at its stored values. If the copy<br />

target is not included in the reference, absolute data will be copied to the target, and not the<br />

reference.<br />

Below are some examples of copy commands from record targets. This command is very versatile<br />

and the following list is far from exhaustive:<br />

• [2] [Copy To] [Cue] [5] [Enter] - copies all information for channel 2 to cue 5.<br />

• [2] [Time] [Copy To] [Cue] [5] [Enter] - Copies just the timing data for all parameters of<br />

channel 2 to cue 5.<br />

• [2] [-] [Focus] [8Copy To] [Cue] [5] [Enter] - Copies all parameter data for channel 2, other<br />

than focus, to cue 5.<br />

• [Group] [3] [Copy To] [Preset] [6] [Enter] - copies current information for group 3 to preset 6.<br />

• [3] [Copy to] [6] [Cue] [8] [Enter] - copies the data from channel 3 to channel 6 in cue 8.<br />

• [3] [Copy to] [4] [thru] [9] [Enter] - copies the data from channel 3 to channels 4 thru 9.<br />

• [3] [Copy to] [8] [Cue] [2] [/] [1] [Cue Only/Track] [Enter] - copies the data from channel 3<br />

to channel 8 in cue 2/1 and takes exception to the track/cue only settings in regard to<br />

subsequent cues in cue list 2.<br />

• [Cue] [2] [/] [Copy to] [Cue] [7] [/] [Enter] - copies all of the contents of cue list 2 to cue list 7.<br />

• [Cue] [1] [/] [1] [thru] [1] [0] [Copy To] [Cue] [5] [/] [5] [Enter] - copies cues 1 thru<br />

10 from cue list 1 to cue list 5, starting with cue 5.<br />

• [1] [Copy To] [2] [0] {Only Levels} [Enter] - copies only the parameter information from<br />

channel 1 to channel 20.<br />

196 <strong>Ion</strong> Operations Manual


Using [Recall From]<br />

[Recall From] is similar to [Copy To], except that it retrieves data from other locations, and can be<br />

used only for a channel list recalling from the same channel list but in a different location (for<br />

example, a cue). [Recall From] is essentially a “copy from” command.<br />

All parameter data for selected channels will be recalled, or by using the IFCB category buttons or<br />

parameter buttons, you may recall subsets of channel data. To only recall only intensity levels, use<br />

the {Only Levels} softkey.<br />

Below are some examples of recall commands from record targets:<br />

• [2] [Recall From] [5] [Enter] - recalls all recorded data from cue 5 for channel 2.<br />

• [2] [-] [Focus] [Recall From] [5] [Enter] - recalls all data for channel 2 from cue 5,<br />

except focus (pan/tilt - XYZ) data.<br />

• [Group] [3] [Color] [Focus] [Recall From] [Preset] [6] [Enter] - recalls the color and focus<br />

information from preset 6 for the channels in group 3. Could also be used with a channel<br />

selection set instead of a group.<br />

• [Group] [3] [Color] [Recall From] [7] [Make Absolute] [Enter] - recalls color data for<br />

group 3 from cue 7 and breaks any references to record targets.<br />

• [2] [Recall From] [Sub] [4] [Enter] - recalls all recorded intensity data from sub 4 for channel<br />

2.<br />

• [Recall From] [Intensity Palette] [1]- recalls all of the values stored in intensity palette 1.<br />

Note:<br />

.<br />

In live or blind, hitting [Recall From][Recall From] will put [Recall From][Cue]<br />

on the command line.<br />

15 Advanced Manual Control 197


Using {Make Null}<br />

The {Make Null} softkey can be used to withhold parameter data from record or update actions in<br />

live, and remove parameter data from record targets in blind. {Make Null} is applied using channel<br />

selection and can impact entire channels, individual parameters, or parameter categories.<br />

In Live<br />

When you apply a {Make Null} instruction to channels or parameters in live, channel data is still<br />

visible onstage, but that data is essentially rendered invisible to record commands. Similar to filters<br />

(see Record Filters, page 184), {Make Null} acts as an “ignore” instruction in live, not a remove<br />

instruction. When channel data is nulled, the values for that data in the live display turn grey and an<br />

“N” appears next to the data field.<br />

{Make Null} differs from park in that you can still manipulate data onstage (through manual control<br />

or through playback) but that data will be unavailable for record actions.<br />

Some examples of using {Make Null} in live are:<br />

• [1] [Thru] [5] {Make Null} [Enter] - converts all parameters of channels 1-5 into null data.<br />

• [2] {Color} {Make Null} [Enter] - changes only color data for channel 2 to null data.<br />

• [9] [Thru] [5] {Pan} {Make Null} [Enter] - changes only the pan data for channels 5-9 to null.<br />

Null instructions are lifted in two different ways. First, as {Make Null} is a toggle state, it is possible<br />

to reselect the channel and parameter followed by {Make Null} [Enter]. This lifts the null state.<br />

Additionally, a Go To Cue instruction will remove the null state.<br />

In Blind<br />

When applied in blind, {Make Null} can be used to mask instructions in a cue after it has already<br />

been stored. A {Make Null} instruction can also be applied to channels or parameters in palettes,<br />

presets, and submasters, thereby removing the data from the target entirely, in the same way that<br />

[At] [Enter] does.<br />

When applied to channels or parameters in cues, {Make Null} doesn’t remove the data from the<br />

cue, it simply makes it unavailable for playback. It has the same effect on move instructions that it<br />

has on tracked values.<br />

Some examples of using {Make Null} in blind are:<br />

• [Color Palette] [1] [Enter] [3] {Magenta} {Make Null} [Enter] - removes all magenta<br />

parameter data for channel 3 from color palette 1.<br />

• [Preset] [5] [Thru] [9] [Enter] {Intensity} {Make Null} [Enter] - removes all intensity data for<br />

all channels in presets 5-9.<br />

• [Cue] [8] [Enter] [2] [Thru] [7] {Make Null} [Enter] - nulls all data for channels 2-7 in cue 8.<br />

• [Cue] [9] [Enter] {Intensity} [Make Null] Enter] - nulls all intensity data for all channels in cue<br />

9.<br />

In the cue scenarios above, {Make Null} differs from using [At] [Enter] in that instead of allowing<br />

values established in previous cues to track in, {Make Null} both restricts the recorded data from<br />

playing back and prevents other values from tracking in. Therefore, if the cue were executed as an<br />

out-of-sequence cue or asserted, no data would play back or track in for any nulled values.<br />

198 <strong>Ion</strong> Operations Manual


Using {Make Manual}<br />

The {Make Manual} softkey can be used to convert cue or submaster data into manual values,<br />

allowing it to be included in [Record], [Record Only], and [Update] operations.<br />

• [5] {Make Manual} [Enter] - selects channel 5 and makes all of its current parameter settings<br />

manual data.<br />

• [8] {Focus} {Make Manual} [Enter] - selects channel 5 and makes all of its focus data<br />

manual.<br />

• [9] [Thru] [3] {Color} {Intensity} {Make Manual} [Enter] - selects channels 3-9 and makes<br />

their color and intensity values manual.<br />

Using {Make Absolute}<br />

Referenced data can be transformed into absolute data using the {Make Absolute} softkey. This<br />

softkey is available in live or blind. Referenced data is channel or parameter data that is derived<br />

from a palette or preset. {Make Absolute} can be used to leave a parameter unchanged, but break<br />

its palette or preset reference.<br />

The following examples illustrate how to change referenced data into absolute data.<br />

• [4] {Make Absolute} [Enter] - selects channel 4 and makes any referenced data for that<br />

channel absolute data.<br />

• [7] {Color} {Make Absolute} [Enter] - selects channel 7 and makes its color data absolute.<br />

• [3] [thru] [9] {Color} {Intensity} {Make Absolute} [Enter] - selects channels 3-9 and makes<br />

their color and intensity data absolute.<br />

In each of these examples, the channel display will change to show the result of the command.<br />

Wherever the reference was previously indicated (IP, FP, CP, BP, Pr), an absolute value (numerical)<br />

will be seen.<br />

In live, data that is changed to absolute is also made manual, thereby requiring a record or update<br />

instruction if the results are to be maintained.<br />

{Make Absolute} can also be used in conjunction with an update command, allowing a cue to be<br />

updated while also breaking the reference to palettes or presets that were manually modified.<br />

For example, [Update] {Make Absolute} [Enter] will update the active record target. Any manual<br />

values that were modifications to a palette or preset stored in the cue will be updated as absolute<br />

data in the cue. The reference will be discarded.<br />

15 Advanced Manual Control 199


Using [Capture]<br />

Capture is a manual independent state. Any captured channel parameter data will be unaffected by<br />

playback, but will respond to manual control operations.<br />

When channels are selected, [Capture] [Enter] captures all parameters of those channels. They<br />

will remain unavailable for playback or submaster override until they are released from the captured<br />

state. Capture is a toggle state, so to release parameters from a captured state, press [Capture]<br />

[Enter] again.<br />

For Example:<br />

• [1] [Thru] [9] [At] [Full] [Capture] [Enter]<br />

A “C” is displayed next to the captured parameters (intensity) in the channel display. The<br />

selected channels are now captured and are unavailable for playback or submaster<br />

instructions until they are released from capture.<br />

You may also capture specific parameters of a channel using the parameter buttons in the CIA.<br />

For Example:<br />

• [7] [Focus] [Capture] [Enter]<br />

If a group of channels are selected, and some of those channels are captured and some are not,<br />

the first press of [Capture] releases all channels from the captured state and the second press<br />

captures all manual settings for the selected channels.<br />

Uncaptured channels remain at their current values until restored to previous values or a new<br />

instruction is provided. You may restore channels to their background or default state using the<br />

[Sneak] [Enter] feature (see Sneak, page 126). Or you may leave them in a manual state until a<br />

new instruction is received.<br />

It is also possible to “latch” capture on. This will automatically capture all manual changes as they<br />

are made. Pressing [Capture] [Capture] [Enter] automatically captures subsequent manual<br />

changes. The command line will read “Capture Enable * and the Capture LED will illuminate. To<br />

remove the capture latch, press [Capture] [Capture] [Enter] again.<br />

200 <strong>Ion</strong> Operations Manual


Using [Undo]<br />

Undo is a method to reverse or “undo” certain operations performed in the software.You can use<br />

[Undo] to reverse any command that results in a change to data that would be saved to the show<br />

file or any command that changes manual levels in live. Commands that can be reversed using<br />

[Undo] are:<br />

• Record and update operations<br />

• Delete commands<br />

• Manual level changes<br />

If there are any commands in the command line, pressing [Undo] once clears the command line.<br />

Once the command line is empty, pressing [Undo] will start the undo process.<br />

When [Undo] is pressed from an empty command line, the command history display will open in<br />

the CIA and the most recent completed command is highlighted in gold. If you press [Enter], you<br />

will undo your last command.<br />

You may use the page arrow keys to select multiple commands. When [Enter] is pressed an<br />

advisory is posted. When [Undo] is pressed again, all highlighted commands will be undone and<br />

subsequently removed from the command history. When removing more than one command, a<br />

confirmation is required.<br />

After an Undo has been performed, a {Redo} button will appear in the command history. You may<br />

press this button followed by [Enter] and the last undo will be “redone” to reinstate the removed<br />

commands.<br />

In a multiple user environment, each user is only able to undo the changes that they made. In the<br />

undo command history, the user will only see the commands that they used.<br />

Note:<br />

Command History<br />

Commands to be<br />

undone<br />

Not all commands can be undone including playback actions and manual<br />

attributes placed on channels or encoder actions.<br />

Command histories are kept for each editing session which begins when the console logs on to the<br />

network or when you load a new show file. Each user builds an individual command history, specific<br />

to the commands they have entered.<br />

You can open the command history at any time by pressing {Cmd History}.<br />

Commands that do not affect manual input or record targets (loading a cue, running a cue, or<br />

moving a submaster) are not included in the command history.<br />

15 Advanced Manual Control 201


202 <strong>Ion</strong> Operations Manual


Chapter 16<br />

Multipart Cues<br />

Cues can be divided into up to 20 parts. This chapter describes the methods used to create and edit<br />

multipart cues.<br />

This chapter contains the following sections:<br />

• Record a Multipart Cue in Live . . . . . . . . . . . . . . . . . . . . . . .204<br />

• Storing a Multipart Cue in Blind . . . . . . . . . . . . . . . . . . . . . .207<br />

16 Multipart Cues 203


About Multipart Cues<br />

Cues can be divided into up to 20 parts. Each part can have its own channels or parameters, levels<br />

and timing information. Multipart cues can be stored in live or blind using the same conventions to<br />

record a standard cue.<br />

There are three basic ways to create a multipart cue. You can build a multipart cue part-by-part in<br />

live, you can break an existing cue into multipart cues in live, or you can break an existing cue apart<br />

in blind.<br />

A channel or parameter can only be provided an instruction once in a multipart cue. For example, it<br />

isn't possible to adjust color for channel 1 in Cue 1 Part 1 and then also provide a different<br />

instruction for channel 1 color in Cue 1 Part 8.<br />

Default part timing is drawn from the cue level timing defaults established in Setup; you may also<br />

assign discrete timing to channels in each part as you would for a single part cue.<br />

Record a Multipart Cue in Live<br />

Storing a multipart cue in live is accomplished in similar fashion to storing a single part cue.<br />

However, rather than storing the entire cue, you select and store just the channels that you want in<br />

each part.<br />

Please note that there are a variety of different ways and different orders to go about creating a<br />

multipart cue. The following examples represent some, but not all, of those ways.<br />

Creating a New Multipart Cue in Live<br />

Build part-by-part<br />

Make desired changes to the stage state. If all of the changes that you have made are to go into a<br />

part, press:<br />

• [Record Only] [Cue] [2] [Part] [1] [Enter]<br />

Continue making changes and storing parts as you go.<br />

Build parts from cue end state<br />

In most instances, you will create the end state of the cue and then break it into parts. To do this,<br />

you use selective storing commands, as follows:<br />

• [channel or parameter selection] [Record] (or [Record Only]) [n] [Part] [a] [Enter]<br />

• [channel or parameter selection] [Record] (or [Record Only]) [Part] [b] [Enter]<br />

Each part can contain its own cue level timing and other attributes. Follow/Hang, Link and Loop,<br />

and Allfade commands can be placed at the cue level only—they cannot be placed on a part. Also,<br />

through the channel selection, you can put channel parameters into different parts.<br />

Part 1 of any multipart cue is where all unassigned move instructions will reside. Therefore, if the<br />

body of the cue (which is the normal behavior) is to be in part 1, you can simply select the channel<br />

or parameter list that you wish to place in parts 2 and higher.<br />

204 <strong>Ion</strong> Operations Manual


Setting Multipart Cue Attributes<br />

Cue attributes, such as [Time], [Delay], [Block], [Assert], [Label], [Rate], [Mark], and<br />

{AutoMark Off} can be assigned in part cues. They are stored and function exactly as they do in<br />

single part cues.<br />

Cue part attributes can be defined as the parts are recorded, or they can be added after the part has<br />

been created. For example:<br />

• [Record] [Cue] [2] [Part] [1] [Delay] [8] [Enter]<br />

• [Cue] [4] [Part] [3] {Color} [Time] [6] [Enter]<br />

• [Cue] [8] [Part] [9] {AutoMark Off} [Enter]<br />

• [Record Only] [Cue] [5] [Part] [2] [Assert] [Enter]<br />

For more on cue attributes, see Assigning Cue Attributes, page 159.<br />

16 Multipart Cues 205


Using Update in Live<br />

Updating a multipart cue is generally the same process as updating a single part cue, except you<br />

will provide a specific part cue number in the update command.<br />

Various referenced data, such as palettes or presets, can be assigned to build a multipart cue. If<br />

you have made changes to referenced data within a multipart cue, thereby creating manual data,<br />

pressing [Update] [Enter] updates both the multipart cue and any referenced data with the new<br />

levels, as it does with single part cues.<br />

You can update a part of a multipart cue with only selected parameters as well.<br />

For Example:<br />

Assume you have written cue 1, which is a multipart cue and is active. Part 2 includes<br />

channels 1 through 5 referencing intensity palette 2 which is set at 25%. Select channels 1<br />

through 5 and change the intensity value to 21%. The data in live will indicate the new levels<br />

in red, and an “R” is displayed to indicate the reference has been broken.<br />

To update cue 1 part 2, including the new intensity levels, breaking the reference to the<br />

intensity palette, press:<br />

• [1] [Thru] [5] {Make Absolute} [Enter]<br />

• [Update] [Part] [2] [Enter]<br />

To update cue 1 part 2 and the referenced palette with the new levels:<br />

• [1] [Thru] [5] [Intensity] [Update] [Part] [2] [Enter]<br />

For Example:<br />

When cue 2 is active, select channels 1 through 5 and set new levels for the color scrollers.<br />

Update only part 4 of the multipart cue 2 with the new scroller levels.<br />

• [1] [Thru] [5] [Scroller] [Update] [Part] [4] [Enter]<br />

206 <strong>Ion</strong> Operations Manual


Storing a Multipart Cue in Blind<br />

Note:<br />

Changing a Single Part Cue to a Multipart Cue<br />

When working in blind, more often than not you will be breaking a single part cue into a multipart<br />

cue. It is quite possible to create a new cue in blind and follow the exact same process, except in<br />

addition to pulling channel parameters into parts, you will also be providing them with move<br />

instructions or block commands. It is worth noting that tracked instructions do not belong to any<br />

specific part of a multipart cue.<br />

Select the cue you wish to break apart and specify the first part you wish to create. Part 1 is<br />

generally where the body of the cue resides. Therefore, if you specify any part other than part 1, all<br />

of the move instructions in the cue are placed in part 1.<br />

Begin by selecting any channels that you wish to move into some part other than part 1.<br />

• [1] [Thru] [5] [Part] [2] [Enter]<br />

• [6] [Thru] [1] [0] {Intensity} [Part] [3] [Enter]<br />

• [6] [Thru] [1] [0] {Color} [Part] [4] [Enter] - and so on.<br />

As you create each part, that part is now selected. It is possible to select the channel parameter you<br />

want and press [Part] [Enter] to pull that data into the selected part.<br />

Note:<br />

Edits in blind take effect immediately, they do not require a [Record] or [Update]<br />

command.<br />

When breaking a cue into a multipart cue in blind, the [Part] button is a required<br />

instruction. Channel selection will not automatically assign a channel into a part.<br />

Use of the [Part] key allows you to add only specific channel parameters to the<br />

part. For example:<br />

• [5] [Thru] [9] {Color} [Part] [Enter]<br />

Changing a Multipart Cue to a Standard Cue<br />

To change a multipart cue to a standard cue, delete all of the parts of the cue.<br />

For Example:<br />

Cue 4 is a 3 part cue that include channels 1 through 20. To change cue 4 back to a<br />

standard single cue:<br />

• [Delete] [Part] [1] [Thru] [3] [Enter]<br />

Deleting a Part from a Multipart Cue<br />

When you delete parts of a multipart cue, any move instructions in the deleted part are moved to the<br />

first available part. If you want to delete move instructions out of a cue part, you have to select the<br />

channels and [At] [Enter] or null them.<br />

• [Delete] [1] [Part] [1] [Enter] [Enter]<br />

• [Delete] [6] [Part] [1] [Cue Only/Track] [Enter] [Enter]<br />

• [Delete] [Part] [1] [+] [2] [Enter] [Enter]<br />

• [Delete] [Part] [1] [thru] [3] [Enter] [Enter]<br />

16 Multipart Cues 207


208 <strong>Ion</strong> Operations Manual


Chapter 17<br />

Cue Playback<br />

<strong>Ion</strong> has many features that aid in cue playback. The playback section is located on the left side of<br />

the console and includes the master fader pair, grandmaster, load button, and the fader control<br />

button. Virtual faders (see Slider Module, page 30) and the fader wings can also be used in<br />

playback.<br />

This chapter contains the following sections:<br />

• Introduction to Playback. . . . . . . . . . . . . . . . . . . . . . . . . . . .210<br />

• Selected Cue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .211<br />

• Out-of-Sequence Cues . . . . . . . . . . . . . . . . . . . . . . . . . . . . .212<br />

• Assigning Faders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .214<br />

• Changing Fader Pages . . . . . . . . . . . . . . . . . . . . . . . . . . . . .214<br />

• Playback Fader Controls. . . . . . . . . . . . . . . . . . . . . . . . . . . .215<br />

17 Cue Playback 209


Introduction to Playback<br />

Cues may be played back using the master playback fader pair. While any cue list can be loaded to<br />

these faders, the first cue list you record to will automatically load to the master fader pair.<br />

The master playback fader pair is located to the left of the control keypad. The master is a split<br />

cross-fader pair. The two buttons beneath the master fader pair are [Go] and [Stop/Back]. The<br />

[Load] button is located directly above the fader pair and the area of the LCD above it corresponds<br />

as well, displaying the current cue and list active on the master fader.<br />

Playback Controls<br />

.<br />

Load button<br />

Master<br />

fader<br />

pair<br />

Fader<br />

control<br />

button<br />

210 <strong>Ion</strong> Operations Manual


Selected Cue<br />

The selected cue is always indicated just above the CIA. The selected cue and all of its attributes<br />

are displayed near the bottom of the live/blind display and on the playback status display.<br />

Live / Blind<br />

When working in live, the selected cue is always the last cue you recorded, edited, updated or<br />

played back. When entering blind for cues, the selected cue will be selected and displayed.<br />

Changing the selected cue in blind will cause the playback status display to change as well, (unless<br />

preserve blind cue has been enabled in Setup) allowing you to see all the attributes of the cues<br />

surrounding the selected cue. When you return to live, the selected cue is synchronized to the last<br />

selected cue in that mode.<br />

When in Live or Blind, if you press [Live] or [Blind] respectively, the selected cue will set to the last<br />

executed cue. This cue will appear on the command line.<br />

The attributes of the selected cue (such as timing, attributes, label and external links) are shown at<br />

the bottom of the live/blind display, below the command line.<br />

In Live<br />

To load a new cue to the faders, select the cue on the command line, press [Enter], and then press<br />

[Load]. When the [Go] button is pressed, the activated cue will be the selected cue.<br />

For Example:<br />

Assume cue list 1 is currently loaded to the master fader pair. To load cue 2/1:<br />

• [Cue] [2] [/] [1] [Enter] [Load]<br />

Cue 2/1 will load to the pending file of the master fader pair.<br />

In this example, the last cue executed from cue list 1 is still the active cue, while cue 2/1 is<br />

pending. When [Go] is pressed, 2/1 will be executed.<br />

You can also load cue list 2 by pressing [2] [/] [Enter] [Load]. This will load the first cue of<br />

list 2 into pending.<br />

The selected cue is changed by go, record, or update instructions as well as cue modification or<br />

selecting a cue on the command line. When you execute a cue that has a follow or hang time, the<br />

next cue will become the selected cue when activated.<br />

In Blind<br />

While in blind, changing the selected cue will change the playback status display to show<br />

information surrounding that cue.<br />

CAUTION:<br />

When editing in blind, changes to cues are automatic, therefore no update or<br />

record command is required.<br />

While working in blind mode, cues can be executed in live using [Go], [Back], and [Go to Cue], but<br />

this does not change the cue you are working with in blind.<br />

17 Cue Playback 211


Out-of-Sequence Cues<br />

An out-of-sequence cue is any cue that is played back in one of the following ways:<br />

• Cue is executed using a [Go To Cue] command.<br />

• Cue is executed by a link instruction.<br />

• Cue is loaded into a fader’s pending file.<br />

• Cue is re-executed using [Assert] & [Load] or is asserted from the command line.<br />

Generally, when an out-of-sequence cue is executed, the entire contents of the cue will be played<br />

back (move instructions and tracked values).<br />

For Example:<br />

Cue 1 sets channel 1 to full. That value is tracked forward until cue 10. The programmer<br />

plays back cue 1 on fader 1. Then the programmer sets channel 1's intensity to 50%<br />

manually. If she executes cue 2, channel 1 remains at 50%, as it is a channel parameter<br />

that is not receiving a move instruction from the incoming cue.<br />

However, if she presses [Go to Cue] [5] [Enter] (an out-of-sequence execution), even<br />

though the value for channel 1 in Cue 5 is a tracked value, channel 1 will fade from the<br />

manual value of 50%, to full in the Go-to-cue time.<br />

212 <strong>Ion</strong> Operations Manual


Go To Cue<br />

[Go to Cue] instructions can be executed from any operating mode. By default, a [Go to Cue]<br />

instruction is an out-of-sequence cue and will follow the rules of such (see Out-of-Sequence Cues<br />

above.<br />

Following are examples of [Go To Cue]:<br />

• [Go To Cue] [5] [Enter] - all parameters with values in cue 5 are faded to those values, even<br />

if they are tracked.<br />

• [Go To Cue] [Next] [Enter] - takes you to the next cue in the active list.<br />

• [Go To Cue] [Last] [Enter] - takes you to the previous cue in the active list.<br />

When a [Go To Cue] instruction is executed, any null states applied with {Make Null} are removed.<br />

To maintain the make null setting, you should use [Capture] for the required channels.<br />

Go To Cue Timing<br />

[Go To Cue] uses go-to-cue timing established in Setup, page 93. You can use a [Go To Cue]<br />

instruction with different timing options as follows:<br />

• [Go To Cue] [2] [Time] [1] [Enter] - this command would take you to cue 2 in 1 second.<br />

• [Go to Cue] [Next] [Time] [3] [Enter] - this command would take you to the next cue in the<br />

selected list in three seconds.<br />

• [Go to Cue] [Last] [Time] [2] [Enter] - this command would take you to the previous cue in<br />

the selected list in two seconds.<br />

• [Go To Cue] [8] [Time] [Enter] - this command would take you to cue 8 using all timing values<br />

stored in cue 8.<br />

Other Go To Cue options<br />

When [Go to Cue] is pressed, the softkeys in the CIA are changed to provide Go to Cue modifiers<br />

to enhance your playback ability.<br />

From these softkeys, you can specify that when going to a cue, only some elements of that cue will<br />

be played back. Specifically you can choose to play back:<br />

• single parameter channels only (conventionals),<br />

• [GoTo Cue] [1] {SingleParam} [Enter]<br />

• multiple parameter channels only (moving lights),<br />

• [GoTo Cue] [2] {MultiParam} [Enter]<br />

• move instructions only,<br />

• [GoTo Cue] [3] {MovesOnly} [Enter]<br />

• use marks,<br />

• [GoTo Cue] [5] {Use Marks} [Enter]<br />

• or you can choose play back a cue and withhold any link (follow, hang, execute instructions)<br />

it may contain.<br />

• [GoTo Cue] [4] {MinusLinks} [Enter]<br />

These can be combined within the command line as well:<br />

• [Go To Cue] [1] {MultiParam} {MovesOnly} [Enter]<br />

17 Cue Playback 213


Slider Module<br />

You can have access to multiple cue lists at once by using the virtual faders (see Slider Module,<br />

page 30) or fader wings. This will give you the ability to run multiple cue lists or submasters from<br />

multiple faders at the same time.<br />

Assigning Faders<br />

Playbacks and submasters can be defined on the fader pages in setup (see Setup, Fader<br />

Configuration, page 96). The location of playbacks and submasters can also be mapped live as the<br />

contents of those targets are stored. Grandmasters must be defined in setup.<br />

If a fader is an empty playback, an empty submaster, or is unmapped, a cue can be loaded to that<br />

location by selecting the cue from the command line and clicking the associated [Load] key. On the<br />

fader wings, the load function is accessed by pressing both buttons associated with the fader. The<br />

fader will then be automatically assigned as a playback, using the lowest unused playback number.<br />

Once a cue list is loaded to a fader, storing to that cue list automatically plays the cue back on the<br />

appropriate fader, when auto playback on record is enabled in Setup.<br />

When a cue list is loaded to a playback, all cue attributes of that cue list are in effect. When a new<br />

cue list is loaded, any fader attributes that can be set as direct action from the facepanel (such as<br />

filters, timing disable, etc.) are maintained. Loading a new cue does not change the manual fader<br />

attributes.<br />

With Auto Playback Enabled<br />

“Auto Playback” is a record function enabled in setup (Setup, page 93), that automatically executes<br />

cues recorded in live on playback faders. When the cue is executed on the playback fader, any<br />

manual parameters involved in the record operation are automatically released to the cue and all<br />

other values stored in the cue are owned by that cue.<br />

When the first cue is stored on <strong>Ion</strong>, that cue automatically loads on the master fader.<br />

Assigning Playback Faders Manually<br />

To load a new cue into the pending file of a playback fader, when “Auto Playback” is disabled in<br />

setup or when you want to move a cue list to a different fader, first place that cue or list number on<br />

the command line, press [Enter], then click or press the associated [Load] button for the<br />

destination playback fader.<br />

• [Cue] [4] [Enter] [Load] - changes the selected cue and loads it to the associated fader. This<br />

action assumes cue 4 is from the same cue list as is currently selected.<br />

• [Cue] [3] [\] [Enter] [Load] - changes the selected cue list and loads cue list 3 to the<br />

associated fader.<br />

Changing Fader Pages<br />

<strong>Ion</strong> has 30 pages of ten faders each. When using virtual faders, you can page through the 30<br />

available pages of faders by clicking the desired page in the virtual fader display. Click the arrow<br />

buttons to advance through the page number buttons until you find the desired page. When using<br />

fader wings, holding down [Fader Page] and bump buttons 1-30 (if available) will change to the<br />

appropriate page.<br />

214 <strong>Ion</strong> Operations Manual


Playback Fader Controls<br />

In <strong>Ion</strong>, many of the buttons mentioned below exist as softkeys. In order to have access to some of<br />

these keys, press [Fader Control]. The softkeys will change to display the fader control keys. You<br />

may press [More SK] if the green LED is illuminated, to view additional fader control buttons.<br />

Go and Stop/Back<br />

Using [Go]<br />

The [Go] button is used to execute the cue currently in the pending file of the associated fader.<br />

When [Go] is pressed, all parameters assume their required positions in the recorded times, unless<br />

they have been recorded with manual timing.<br />

Using [Stop/Back]<br />

All fader activity can be instantly stopped mid-transition by pressing the [Stop/Back] button for the<br />

required fader. To resume the cue, press the [Go] button. To fade to the previous cue on that fader,<br />

using default “back” timing, press the [Stop/Back] button again from this state.<br />

When a cue on the playback fader is complete, the first press of [Stop/Back] will go back to the<br />

previous cue. Subsequent presses of [Stop/Back] will step backwards sequentially through the<br />

cue list from that point. [Stop/Back] uses default back time as established in Setup. See “Cue<br />

Settings” on page 95. Or you can back into the previous cue using specific timing by pressing:<br />

• [Go to Cue] [Last] [Time] [n] [Enter].<br />

[Go To Cue] [0]<br />

You can use the [Go To Cue] [0] button, located with the playback controls, in conjunction with a<br />

fader load button, to send a specific cue list to cue 0. This action does not use the command line.<br />

To do this:<br />

Step 1: Press [Fader Controls]<br />

Step 2: If necessary, press [More SK] until {Go ToQ 0} is visible in the LCD.<br />

Step 3: Press and release {Go To Cue 0}.<br />

Step 4: Press or click [Load] for the desired fader. The cue list will go to cue 0.<br />

For more information on this action, see Using Go To Cue 0, page 191.<br />

17 Cue Playback 215


Using Manual Control<br />

There are three types of manual control for playbacks:<br />

• Cues can be stored with manual timing. When cues have stored manual timing, the default<br />

behavior of the fader is to control those manual values.<br />

• Cues can be captured for manual intensity control only. This is possible only when the<br />

associated cue has no manual timing values.<br />

• Cues can be manually overridden using the [Man Override] & [Load] feature which captures<br />

all parameter transitions.<br />

In each of these cases, follow time counts down from [Go]. The hang time will be started when the<br />

potentiometer reaches full or when the last parameter reaches its end state from timing, whichever<br />

comes last.<br />

Manual Timing Control<br />

Manual timing can be set for any parameter or group of parameters. The potentiometer is then used<br />

to control the progress of a transition.<br />

For Example:<br />

Assume the active cue contains an instruction to set color at 5 for channel 1.<br />

The pending cue contains an instruction to set channel 1 to color 12 and the color<br />

parameter has a manual time. Press [Go] to activate the cue. Channel 1 color does not<br />

change.<br />

As you move the fader up manually, channel 1 color moves proportionally from color 5 to<br />

color 12. Any parameters with timing will start their moves at the press of [Go] and be<br />

unaffected by the manual control.<br />

To program a channel manual time:<br />

• [1] {Color} [Time] {Manual} [Enter] - assigns a manual time to channel 1. This must be<br />

recorded or updated to a cue.<br />

Manual timing can also be set at a cue level:<br />

• [Record] [Cue] [5] [Time] {Manual} [Enter]<br />

Manual timing can also be set at a cue category level:<br />

• [Record] [Cue] [6] [Color] [Time] {Manual} [Enter]<br />

216 <strong>Ion</strong> Operations Manual


Manual Intensity Override<br />

An intensity transition may be taken over manually and the transition captured by dropping the<br />

fader down until it reaches the percentage of cue completion (i.e. if the cue is 50% complete, when<br />

the fader is manually dropped to 50%, the intensity transitions will be captured and the intensity<br />

portion of the cue completed by moving the fader manually between 50% and full or anywhere in<br />

between). If the fader is dropped below 50%, the fader will fade all intensity values proportionally<br />

from their captured values to their previous values.<br />

If a fade is captured and the faders are not reset to 100% prior to the next press of the [Go] button,<br />

the fader will automatically reset to 100% upon cue execution. Alternatively, you can set the fader<br />

to 0% before executing the next cue to capture the cue for manual intensity control when the [Go]<br />

button is pressed if the fader is set to proportional control. Intensity control is released from the<br />

fader when the cue is considered complete (when the fader is brought back to 100%). If the fader<br />

is set as an Intensity Master, the intensity control is maintained, even when the cue has completed.<br />

If a pending cue has any manual control properties, you may either preset the fader to zero or, if it<br />

is a virtual fader, the console will automatically set the fader to zero when the [Go] button is<br />

pressed. The master fader pair must be manually set.<br />

Manual intensity override is not possible if there is any manual timing in the cue, as the<br />

potentiometer is already occupied with that control.<br />

Manual Override<br />

Manual override allows the potentiometer of the associated fader to control all parameters in a<br />

transition state on that fader. When [Fader Controls] {Man Override} & [Load] are pressed, all<br />

activity on that fader is frozen.<br />

The potentiometer is used to manually complete the cue transition for all parameters. If the fader is<br />

operating in a paired mode, the left fader controls the intensity upfade and all non-intensity<br />

parameters, while the right fader controls all intensity downfade actions. Manual control override<br />

automatically releases when the cue is complete.<br />

A group of faders can be collected for manual override by pressing or clicking [Man Override] &<br />

[Load] (continue adding faders by clicking the associated [Load] buttons).<br />

17 Cue Playback 217


Using Assert (Playback Button)<br />

Use {Assert} & [Load] for the associated fader to re-run the active cue in that fader, following the<br />

same rules as [Go To Cue]. Assert can be used to regain control of all cue contents, apply a newly<br />

set independent state to the associated fader, or make any changes in blind to an active cue on<br />

stage.<br />

When [Fader Controls] {Assert} & [Load] are used together, the entire contents of the cue are<br />

replayed. You can assert just certain elements of a cue by using the command line.<br />

Following are some examples of asserting elements of a cue from the command line:<br />

• [channel list] [Cue] [5] [Assert] [Enter] - asserts the selected channels with values from cue<br />

5. Note that cue 5 must be active for this command to execute.<br />

• [channel list] [Color] [Cue] [1] [Assert] [Enter] - asserts the color values from cue 1 for the<br />

selected channels.<br />

Using Timing Disable<br />

The {Time Disable} softkey, used with [Fader Controls] and [Load], causes timing data to be<br />

ignored for any cues that are activated on the associated playback fader. When a playback fader is<br />

in timing disable mode, you will notice “TD” in the associated fader display.<br />

To release the playback fader from time disable mode, press [Fader Controls] {Time Disable} &<br />

[Load] again. You can also cut the next cue in by pressing [Timing Disable] & [Go] or the last cue<br />

by pressing [Timing Disable] & [Back].<br />

Using Freeze<br />

{Freeze} can be used to halt all playback activity on any active faders. To activate a freeze for only<br />

a specific fader, press [Fader Controls] {Freeze} & [Load].<br />

There are two ways to remove the freeze command:<br />

• Press {Freeze} & [Load] again for the specific faders to unfreeze the activity.<br />

• Press {Assert} & [Load] or [Go] or [Stop/Back] for the specific faders to resume the activity.<br />

You may freeze and unfreeze cues and effects from the command line.<br />

• [Effect] [2] [Fader Controls] {Freeze} [Enter] - to freeze effect 2. Freezing a specific effect<br />

is different from stopping an effect. Freeze will stop the effect exactly where it is.<br />

• [Effect] [6] [thru] [9] [Fader Controls] {Freeze} [Enter] - to freeze a specified range of<br />

effects.<br />

When an effect is in freeze mode, you can use the same command to unfreeze:<br />

• [Effect] [2] [Fader Controls] {Freeze} [Enter]<br />

• [Effect] [6] [thru] [9] [Fader Controls] {Freeze} [Enter]<br />

218 <strong>Ion</strong> Operations Manual


Using Stop Effect<br />

The {Stop Effect} softkey can be used to stop all effects from operating on any or all faders, or it<br />

may be used with the control keypad to stop a specific effect.<br />

• To stop all effects on a fader, press [Fader Controls] {Stop Effect} & [Load] of the<br />

associated fader.<br />

• To stop a specific effect regardless of the fader it is operating on, press [Effect] [2] [Fader<br />

Controls] {Stop Effect} [Enter].<br />

When an effect is stopped, all impact of the effect is removed and the stage output is as though the<br />

effect has never been activated.<br />

Release a Fader<br />

To release a fader, thereby clearing all cues from that fader, press [Fader Controls] {Release} &<br />

[Load] for the associated fader. When a fader is unloaded, control is returned to the master fader.<br />

If there are no values for unloaded channels from the master fader, channels are set to default.<br />

Channels return to the master fader using the category level timing of the active cue on that fader.<br />

If the master fader is released, the fader is cleared and any intensity values owned by that fader are<br />

set to zero, any non-intensity parameters remain in their current state.<br />

All fader attributes (timing disable, filters, and so on) are cleared by the release action.<br />

Turning a Fader Off<br />

To turn a fader off, press [Fader Controls] {Off} & [Load] of the associated fader. When a fader is<br />

turned off, the cue list is maintained on that fader, and any values provided by the fader are returned<br />

to the master fader or their background state.<br />

Press {Off} & [Load] again to turn the associated fader back on. The active cue is replayed,<br />

following the rules for assert.<br />

You can turn the fader back on by pressing the Go or Stop/Back button on the fader, or by executing<br />

a [Go to Cue] for the cue list on that fader, provided the cue list is not already active on another<br />

playback.<br />

17 Cue Playback 219


Using Rate Override<br />

To collect a playback fader for rate control, press [Fader Controls] {Rate} & [Load] for the required<br />

fader. When {Rate} is pressed without [Load], it always collects the master fader for rate control. A<br />

subset of faders can be collected by pressing and holding {Rate} while clicking the [Load] button<br />

for the associated faders you would like to add. When no faders are under rate control, pressing<br />

[Rate] collects the master fader for rate override.<br />

Use the rate encoder to adjust the rate dynamically. The default is 100%, which is real time<br />

(example: 5 seconds = 5 seconds). Decrease the percentage to slow the cue down. Setting the rate<br />

to 0% will stop the cue. Increase the percentage to speed up the event.<br />

Following are some examples of rate:<br />

• A 50% decrease rate applied to a 5 second event will play the cue in 10 seconds.<br />

• A 200% increase rate applied to a 5 second event will play the cue in 2.5 seconds.<br />

The top rate adjustment is 2000%. All timing values associated with a cue (including any follow or<br />

hang times) are affected by the rate modification proportionally.<br />

If a cue is complete, any rate adjustment applied affects the cue in the pending file. When that cue<br />

is subsequently activated, the adjusted rate is used to direct timing. Press {Rate} again to rate<br />

control off and reset to 100%<br />

220 <strong>Ion</strong> Operations Manual


Chapter 18<br />

Using Park<br />

This chapter describes using park functions from both the live and park display.<br />

This chapter contains the following sections:<br />

• Park Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .222<br />

• Parked Values in Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .223<br />

• Scaled Parked Values in Live . . . . . . . . . . . . . . . . . . . . . . . .224<br />

• Park Values from the Park Display. . . . . . . . . . . . . . . . . . . .225<br />

18 Using Park 221


Using Park<br />

The park instruction allows you to set a channel or parameter to a specific value and have it remain<br />

at that level on stage (live mode), prohibiting manual control override, cue or submaster playback<br />

modification. Park may also be used to place a scaling instruction on the intensity output of a<br />

channel.<br />

Note:<br />

Parked values are withheld from all record targets, but you can manually set levels for parked<br />

channels and parameters and store those values into record targets. Keep in mind that the values<br />

set and stored in live do not actually output to the system if the parameter is parked.<br />

When channels or parameters are parked, the LED on the [Park] button illuminates and the live<br />

display will indicate “Parked Channels” or “Parked Dimmers” in the top right corner. In addition, any<br />

parked channel or parameter will be indicated with a white channel number and a “P” will be visible<br />

in the channel. When the parked channel or parameter is unparked, it reverts to the level the<br />

console is currently providing, or its default value if there is no current instruction.<br />

Park instructions are not subject to partitioned control. Any programmer or operator may park and<br />

unpark channels or parameters as needed. Parked parameters set by radio focus remotes (RFR)<br />

will automatically unpark when the associated device goes offline.<br />

Channels, parameters and outputs can be parked and unparked from live and from the park display.<br />

Park Display<br />

A parked channel intensity is not impacted by grandmaster or blackout operations.<br />

You can access the park display by pressing [Park] [Park] or [Blind] & [Park]. The park display<br />

shows all parked channels and parameter values on the top half of the screen and all parked<br />

addresses (dimmers) on the bottom half of the screen. Parked channels displayed on the top of the<br />

screen can be displayed in the summary, table, and packed table views seen in the live/blind<br />

display by using the [Format] key.<br />

When a channel intensity is parked, the parked value will be indicated in white text. When a channel<br />

has a non-intensity parameter that is parked, that parameter will also be indicated with white text.<br />

The display also provides detail of which user parked the channel or parameter (when multiple<br />

users are on the system).<br />

When an address is parked, it will appear in the bottom half of the park display. The address, parked<br />

value, affected channels and parameters are indicated.<br />

222 <strong>Ion</strong> Operations Manual


Parked Values in Live<br />

Channels and parameters may be parked and unparked from the live display. Following are some<br />

examples:<br />

To park a channel, parameter, or group from live:<br />

• [2] [At] [5] [0] [Park] [Enter] - parks channel 2 intensity at 50%<br />

• [2] [Intensity] [Park] [Enter] - parks the intensity of channel 2 at its current value<br />

• [2] [Park] [Enter] - parks all parameters of channel 2 at their current settings<br />

Note:<br />

If a channel list is constructed in which some channels are parked and some are<br />

unparked, [Park] [Enter] will unpark them all. A confirmation will be required.<br />

• [2] [At] [Park] [Enter] - if channel 2 is unparked, this command parks intensity at the current<br />

value. If the intensity for channel 2 is parked, this command unparks intensity.<br />

• [2] [Color Palette] [8] [Park] [Enter] - parks the color for channel 2 in color palette 8.<br />

• [2] [Color] [Park] [Enter] - parks channel 2 color at its current value.<br />

• [Cue] [6] [Park] [Enter] - parks all the channels stored in cue 6 at their levels provided in the<br />

cue.<br />

• [Park] [Enter] - clears all parked channels and scaled park instructions (see Scaled Parked<br />

Values in Live, page 224). A confirm is required. When a channel is unparked, it reverts to the<br />

level the console is currently providing, or its default value if there is no current instruction. A<br />

confirmation will be required.<br />

18 Using Park 223


Scaled Parked Values in Live<br />

A scaled parked value allows the intensity output (only) to be modified proportionally in live. Scaled<br />

park values are ignored when storing a record target. The setting on the display indicates what<br />

should be stored, not the actual scaled value. An example of how to set a scaled parked value in<br />

live includes:<br />

• [3] [At] [/] [1] [2] [5] [Park] [Enter] - sets a scaled value of 125% on channel 3 intensity. In<br />

other words, whenever channel 3 is active, it will be active 25% higher than its current setting.<br />

• [3] [At] [/] [8] [5] [Park] [Enter] - sets a scaled value for channel 3. Whenever channel 3 is<br />

active, it will playback 15% lower than its current setting.<br />

Remove the scaled parked value:<br />

• [3] [At] [/] [Park] [Enter] - unparks a scaled intensity for channel 3.<br />

• [Park] [Enter] - unparks all parked channels.<br />

A channel can have both a scaled parked value and a parked intensity value. Keep in mind that the<br />

parked intensity has priority over (and overrides) scaled park values. A channel can have a parked<br />

value or a scaled park value, but not both.<br />

Parked Addresses in Live<br />

DMX addresses can be parked in Live. When in live, an {Address} softkey exists beneath the CIA.<br />

Below are some examples of parking an address in live:<br />

• {Address} [5] [At] [5] [0] [Park] [Enter] - parks output 5 at 50% intensity.<br />

• {Address} [5] [Park] [Enter] - unparks output 5. A confirmation will be required.<br />

• {Address} [Park] [Enter] - unparks all parked outputs. A confirmation will be required.<br />

224 <strong>Ion</strong> Operations Manual


Park Values from the Park Display<br />

You can park and unpark channel parameters or addresses from the park display. Open the display<br />

by pressing [Park] [Park] or [Blind] & [Park]. While in this display, it is assumed that you want to<br />

park channels or parameters, therefore the use of the [Park] key is not necessary when parking,<br />

but is required for unparking.<br />

Following are examples for parking channel parameters from the park display:<br />

• [3] [At] [4] [5] [Enter] - parks channel 3 at 45%.<br />

• [3] [Color Palette] [4] [Enter] - parks color for channel 3 at color palette 4.<br />

Following are examples for clearing parked values while in the park display:<br />

• [channel list] [Park] [Enter] - unparks channels in the list.<br />

• [channel list] [At] [Enter] - unparks channels in the list.<br />

Below are examples for parking addresses in the park display:<br />

• {Address} [5] [At] [5] [0] [Enter] - parks address 5 at 50% intensity.<br />

• {Address} [5] [At] [Enter] - unparks address 5.<br />

Parked channels<br />

Parked addresses<br />

18 Using Park 225


226 <strong>Ion</strong> Operations Manual


Chapter 19<br />

Creating and Using Effects<br />

Effects are a method within <strong>Ion</strong> to provide dynamic, repetitive action to channels. This chapter<br />

explains the different types of effects, and how to use them.<br />

This chapter contains the following sections:<br />

• About Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .228<br />

• The Effect List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .228<br />

• Effect Status Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .233<br />

• Step Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .234<br />

• Absolute Effects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .237<br />

• Relative Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .239<br />

• Program a New Relative Effect. . . . . . . . . . . . . . . . . . . . . . .241<br />

• Apply an Existing Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . .242<br />

• Effects on Submasters . . . . . . . . . . . . . . . . . . . . . . . . . . . . .243<br />

19 Creating and Using Effects 227


About Effects<br />

Effects are manual control functions that can be applied to a channel parameter and then included<br />

in cues or submasters. Cues can contain both standard transitions for some channels and<br />

parameters and effects for the same or other channels and parameters.<br />

A single channel parameter cannot have more than one effect applied at any time. However, a<br />

channel may have one effect running on one parameter and another effect running on a different<br />

parameter.<br />

Effects have user defined properties and attributes which are applied to the effects whenever they<br />

are used in cues. Effects also have cue level overrides, which allow you to use an effect in multiple<br />

locations, and modify its size, shape or rate in individual cues.<br />

Within <strong>Ion</strong>, effects are broken up into three fundamental behavior types; Step, Absolute, and<br />

Relative effects.<br />

The Effect List<br />

At any time you may press [Effect] [Effect] to view the effect list. Any recorded effects will be<br />

displayed here. The effect list is a blind view and any changes made in this view are automatically<br />

stored; a record command is not required.<br />

Notice that there are effects existing in this list prior to any being recorded. Effects 901-916 are<br />

preprogrammed relative effects that are automatically available to you (see Relative Effects, page<br />

239).<br />

To navigate this list use the navigation keys as described in Display Control and Navigation, page<br />

33 or select the effect number you wish to work with. Notice that when you select the effect list, the<br />

CIA changes to display the information for the currently selected effect.<br />

228 <strong>Ion</strong> Operations Manual


Effects Editor<br />

When viewing the effect list, the selected effect is displayed in the CIA. The effect properties and<br />

attributes are shown in categorized buttons in the CIA. To change any property or attribute, press<br />

the corresponding button and enter data as required.<br />

The properties display of the effects editor is shown below and definitions of properties follow.<br />

Type<br />

Defines the effect type: step-based, absolute, or relative (linear, focus, or color). To change the<br />

type, press {Type} and then press the desired effect type in the buttons to the left.<br />

• [1] {Type} {Step based} [Enter]<br />

Scale<br />

Applies only to relative effects. This modifies the amount the pattern is offset from the current<br />

parameter values. The scale is expressed as a percentage increase or decrease (25 = 25% of the<br />

programmed value).<br />

• {Scale} [3] [0] [Enter] or you may adjust this using the “Scale” encoder.<br />

Cycle Time<br />

Provides a cumulative time to complete one full iteration of an effect. In relative effects, the cycle<br />

time determines the length of time required for one channel to complete the cycle.<br />

In absolute and step-based effects, the cycle time determines the time required to complete one full<br />

iteration of the effect. In these effect types, modifying the cycle time changes the timing values<br />

proportionally within the effect itself.<br />

To change the cycle time, press {Cycle Time} and then enter the desired time (in minutes and<br />

seconds) from the keypad, followed by [Enter]. This can also be adjusted from the encoder.<br />

19 Creating and Using Effects 229


Duration/Cycle<br />

This determines the length of time an effect will run. To specify, press {Duration/Cycle} and then<br />

choose the desired method from the buttons that appear to the left. The options are:<br />

• {Infinite} - for step and absolute effects, the effect will run until the channel is provided a new<br />

instruction or the effect is stopped. Relative effects with an infinite duration will run until a stop<br />

flag is applied.<br />

• {Duration} - the effect will run for a set amount of time given in minutes and seconds. Enter<br />

the time from the keypad.<br />

• {Num cycles} - the effect will run for a set number of iterations. Enter the number using the<br />

keypad.<br />

• {Duration/Cycles} {Num Cycles} [1] [0] [Enter]<br />

Parameters<br />

This allows you to select which parameters will be involved in the selected effect, by default. By<br />

entering a value here, you do not need to specify the required parameter when placing an effect on<br />

a channel group.<br />

To add or remove parameters to the effect, press {Parameters} and then select the desired<br />

parameters from the buttons that appear to the left.<br />

• {Parameters} {Iris} [Enter]<br />

Attributes<br />

These determine the basic behavior of the effect. Attributes include behaviors such as forward,<br />

reverse, bounce, positive, negative, and random grouping or random rate. The attributes are<br />

slightly different between step, absolute and relative effects.<br />

• Forward - the effect will run in the programmed direction (the arrow on the pattern<br />

editor indicates “forward” for pattern effects, step and absolute effects will follow<br />

numerical order).<br />

• Reverse - effect will run in the opposite direction of forward or reverse numerical<br />

direction. Forward and Reverse are mutually exclusive settings.<br />

• Bounce - effect will run first in forward, then in reverse. Subsequent passes alternate<br />

between forward and reverse.<br />

• Positive - effect will run the steps (on state and off state) as programmed. This is<br />

applicable to step effects only.<br />

• Negative - inverts the on state and off state for the effect. This is applicable to step<br />

effects only.<br />

• Random Grouping - channel distribution or step order (depending on the type of<br />

effect) are applied in a continuously random fashion.<br />

• Random Rate - this overrides the cycle time of the effect. Random Rate is applied in<br />

a range (for example 5- thru 150).<br />

Play with these behaviors to see how they alter your effect.<br />

230 <strong>Ion</strong> Operations Manual


Entry<br />

Establishes at what time and how channels will enter the effect. To change the entry method press<br />

{Entry} and then choose a method from the buttons to the left. Entry modes vary by effect type. The<br />

options are:<br />

• {Cascade} - channels enter the effect according to the trail and cycle time values (if<br />

applicable).<br />

• {Immediate} - all channels enter the effect instantaneously.<br />

• {Fade by Size} - the effect will achieve its full value as allowed by the pattern or step or<br />

absolute values using the In Time.<br />

• {Fade by Size and Rate} - the effect will achieve its full value as allowed by the pattern or step<br />

or absolute values and ramp up to full speed using the In Time.<br />

Exit<br />

Establishes at what time and how channels will exit the effect. To change the exit method press<br />

{Exit} and then choose a method from the buttons to the left. Exit modes vary by effect type and<br />

how the effect is stopped. The options are:<br />

• {Cascade} - channels leave the effect when they have completed their last pass (number of<br />

cycles) or when they do not have enough time to make a final complete pass (duration).<br />

• {Immediate} - all channels exit the effect instantaneously.<br />

• {Fade by Size} - when the effect is exited, values will return to their background state while<br />

still running using the exit time.<br />

• {Fade by Size and Rate} - when the effected is exited, channels will stop running the effect<br />

and return to their background state using the exit time.<br />

• {Stop and Fade} - when the effected is exited, channels will stop running the effect and return<br />

to their background state using the exit time.<br />

• {Stop and Hold} - when the effect is existed, channels will halt exactly where the effect left<br />

them.<br />

Time (Entry or Exit)<br />

These fields establish the length of time for channels to enter or exit the effect. It can be entered in<br />

minutes and seconds from the keypad. These timing values are applied to the entry and exit<br />

modes. Cue level timing is the default for these. Press {Entry Time} [Enter] or {Exit Time} [Enter].<br />

To reset to defaults, press [Time] [Enter]<br />

19 Creating and Using Effects 231


Grouping<br />

Grouping is used only in relative and absolute effects. This determines how channels currently<br />

running the effect will be grouped throughout the pattern. To change this press {Grouping} and<br />

then enter the number of lights you want grouped together.<br />

Grouping defaults to {Spread}. This means that every light the effect is applied to will act as an<br />

individual element, moving through the effect sequentially based on the channel selection order,<br />

cycle time, and trail times. You can enter any number you require. A grouping of 2 means that every<br />

other light in the selection list when the effect is applied will move together through the effect.<br />

Grouping of three means every third light, and so on.<br />

Your options are 1-29 or {Spread} which will distribute each channel in the effect evenly and treat<br />

it as a separate group.<br />

• {Grouping} [2] - every other channel (in a range of channels) will be grouped when<br />

running the effect.<br />

When an effect is applied to a group in live, that group is distributed by order, using this grouping<br />

function. If a group list is created and an effect applied, each group is considered an individual<br />

element within the effect.<br />

Trail<br />

Trail is applicable to relative and absolute effects. Trail determines how channels are to follow each<br />

other through the effect; it is a percentage of the cycle time. Trail can be any value from 0-100%,<br />

even, or solo. The default is even. For example:<br />

• {Even} - the groups will be distributed evenly throughout the pattern. This is calculated by<br />

dividing the cycle time of the effect by the number of groups of channels.<br />

• {10%}-{90%} - when the first group is 10% through the effect, the second group will start the<br />

effect, and so on through the remaining groups. Therefore, the groups will trail n% behind<br />

each other, as a percentage of the cycle time.<br />

• {Solo} - the first group will execute the entire pattern. When done, the second group will<br />

execute the entire pattern, and so on.<br />

Using Encoders with the Effect Editor<br />

When any effect is specified in the command line, the encoder LCD automatically repaints to<br />

display the following properties:<br />

• Cycle Time (Default is 5 seconds for relative effects)<br />

• Scale<br />

• Shape (Vertical or Horizontal as defined by the {Mode} button)<br />

• Axis<br />

At any time, you may use the encoders to adjust these properties within the effects editor for the<br />

specified effect.<br />

232 <strong>Ion</strong> Operations Manual


Effect Status Display<br />

To view the effects currently running, you may press [Displays]>{Effect Status} to reveal the effect<br />

status display in the CIA.<br />

This display shows you any currently running effects and gives you the ability to edit the effect while<br />

running. When an effect is selected, the encoders and encoder screen change to allow you to<br />

manipulate the effect according to rate, size, horizontal form, vertical form, and axis.<br />

For Example:<br />

To edit an effect, select the effect using the command line or by clicking on the effect in the<br />

status display.<br />

• [Effect] [9] [0] [2] [Enter]<br />

The encoder screen repaints so that the encoders now control the five attributes in the<br />

columns of the effect status display:<br />

• Rate - modifies cycle time. Default is 100% and can be modified from 0%-2000%.<br />

• Size - modifies scale. Default is 100% and can be modified from 0%-2000%.<br />

• Shape (Vertical or Horizontal as defined by the {Mode} button) - default is 100% and<br />

can be modified from 0%-2000%.<br />

• Axis - default is 0° and can be modified by +/- 180°.<br />

Use the encoders or softkeys to adjust the effects while watching the effect on stage.<br />

The effect itself can be accessed for editing from this display by pressing {Edit}. Any changes made<br />

directly in the live effect editor are made to the effect itself and must be stored. Cue level overrides<br />

also must be stored or updated to the required cue, but do not impact the basic effect itself.<br />

Effect attributes modified in the effect status display can be reset to their previous values using the<br />

softkeys:<br />

• {Rate} [Enter] - resets the rate to the previous value.<br />

19 Creating and Using Effects 233


Step Effects<br />

In step effects, each step contains an on-state and an off-state. The on-state is the action the<br />

channels in the step should take when the step is active. The off-state is the action the channels in<br />

the step should take when the step is not active. Step effects are a quick and easy way to build<br />

simple chases.<br />

When building step effects, channels must be defined for each step. This is different from absolute<br />

and relative effects.<br />

Once complete, you may play back the effect on all channels embedded in it by pressing [Recall<br />

From] [Effect] [x] [Enter]. Or you may specify only certain channels to play back from the<br />

embedded channel list.<br />

A step effect is displayed in a chart with the following columns:<br />

• Step - indicates the step numbers.<br />

• Channels - displays the channel(s) in the step.<br />

• Param - displays the parameter (if other than intensity) controlled by the step.<br />

• Step Time - time from triggering the associated step to triggering the next step.<br />

• In Time - the length of time for the channels to fade to the “on-state”.<br />

• Dwell Time - the length of time the step remains in an “on-state”.<br />

• Decay Time - the length of time it takes for the channels to fade to the “off-state”.<br />

• On State - the parameter level (in%), or referenced data to be used for the on-state.<br />

• Off State - the parameter level (in%) or referenced data to be used for the steps offstate.<br />

If you want the “off-state” to be the background state from playback, select the<br />

column and press [At] [Enter].<br />

All times are entered from the keypad in minutes and seconds, tenths and hundredths.<br />

Here is an example of a step effect when viewed in the CIA:<br />

Step effect softkeys<br />

234 <strong>Ion</strong> Operations Manual


Program a Step Effect<br />

Below is the process used to program the effect illustrated in the image above.<br />

For Example:<br />

To open the effects list press:<br />

• [Effect] [Effect]<br />

Establish the number of the effect by pressing:<br />

• [1] [Enter]<br />

The CIA will repaint with unpopulated fields for the new effect. Assign the effect as “step”<br />

by pressing:<br />

• {Step-based}<br />

The effect will appear in the list and the CIA will repaint with the default entries for the effect<br />

and a step chart for the effect. Define the number of steps by pressing:<br />

• {Step} [1] [Thru] [6]<br />

The steps will populate the chart and will remain selected. To make identical changes to all<br />

steps at once, you may now use the page arrow keys to navigate the chart. To make<br />

changes to only a single step, specify only one step in the command line, default values are<br />

drawn from the previous step.<br />

After paging to the “Channels” column, specify the channels for the effect.<br />

• [1] [thru] [1] [2] [Enter]<br />

Channels 1-12 will be broken up and distributed through the steps in the chart. Choose the<br />

parameter you would like in the effect by pressing:<br />

• {Parameters} (Intensity is assumed unless another parameter is<br />

specified)<br />

All steps are now intensity based. Use the page arrows to access the “Step time” column.<br />

Enter the desired step time:<br />

• [1]<br />

Page arrow to the Dwell Time (In time is left at 0) column and enter a dwell time:<br />

• [1]<br />

Page arrow to the Decay Time column and enter a decay time:<br />

• [.] [2] [5]<br />

Page arrow to the On State column and enter the on state percentage:<br />

• [1] [0] [0]<br />

Page arrow to the Off State column, or use the softkeys to go to the desired field, and enter<br />

the off state percentage:<br />

• [5]<br />

Adjust any of the effect details on the right side of the CIA by pressing the appropriate detail<br />

button and making changes (see Effects Editor, page 229).<br />

Note:<br />

The cycle time is an aggregate of all of the timing in the effect and indicates how<br />

long it will take to make one full pass through the effect. If the cycle time is modified<br />

by the keypad or the encoder, it proportionally adjusts all of the timing within the<br />

effect.<br />

19 Creating and Using Effects 235


Delete a step<br />

To delete a step from a step-based effect, specify the effect in the command line and press delete:<br />

• [Effect] [1] {Step} [4] [Delete] [Enter] [Enter]<br />

• [Effect] [1] {Step} [4] [Thru] [8] [Delete] [Enter] [Enter]<br />

Insert a step<br />

To insert a step anywhere in the effect, specify the step you wish the new step to be inserted before.<br />

• [Effect] [1] {Step} [4] {Insert} [Enter] - Inserts a new step before step 4. If step four does not<br />

exist, it also creates the steps necessary to have “step 4” and then places a step ahead of it<br />

as well.<br />

Inserted steps result in all succeeding steps to be bumped one place lower in the effect. In the<br />

above example, by inserting before step 4, step 4 would become step 5, step 5 would become 6<br />

and so on. The inserted step would become the new step 4.<br />

236 <strong>Ion</strong> Operations Manual


Absolute Effects<br />

Absolute effects are a listing of sequential actions that channels are to take. They differ from step<br />

effects in that there is no on/off state, rather they define progressive behavior from one action, to the<br />

next, to the next, and so on. The best example of this is that palettes and presets can be used as<br />

actions in absolute effects.<br />

Absolute effects differ from relative effects (which are also progressive) in that you are specifying<br />

exactly what actions you want the lights to take, rather than mathematical offsets from the current<br />

state (relative effects).<br />

Absolute effects also do not contain an embedded channel list. Therefore, the effect must be<br />

applied to channels in order to be played back.<br />

Absolute effects are displayed in a chart with the following columns:<br />

• Action - displays the action number.<br />

• Time - the time for the action to fade in.<br />

• Dwell - the duration of the action before moving to the next action.<br />

• Level - indicates either the level of the parameter specified in the effect, or the<br />

referenced value for the channel(s) to perform (Palette or preset as defined in the<br />

command line).<br />

Absolute effect softkeys<br />

In the above image, actions 1-4 indicate referenced values in the “Level” column (palettes or<br />

presets), though these values can be absolute data as well.<br />

19 Creating and Using Effects 237


Program an Absolute Effect<br />

Below is the process used to program the effect illustrated in the image above.<br />

For Example:<br />

To open the effects list press:<br />

• [Effect] [Effect]<br />

Establish the number of the effect by pressing:<br />

• [Effect] [8] [Enter]<br />

The CIA will repaint with unpopulated fields for the new effect. Assign the effect as absolute<br />

by pressing:<br />

• {Absolute}<br />

The effect will appear in the list and the CIA will repaint with the default entries for the effect<br />

and an action chart for the effect. Define the first action by pressing:<br />

• {Action} [1] [Enter]<br />

The step will populate the chart and will remain selected. You can also create a range of<br />

actions at once, using the [Thru] button, if desired. Use the page keys to navigate to the<br />

different columns<br />

After arrowing to the “Time” column (or using the softkeys), specify the fade in time for the<br />

actions.<br />

• [5] [Enter]<br />

Page arrow to the Dwell column and enter a dwell time:<br />

• [5] [Enter]<br />

Page arrow to the Level column and enter the desired referenced target:<br />

• [Color Palette] [5]<br />

Page arrow down and a new action will be created. All fields default to the values in the<br />

previous action. Page to the next action in the Level column and enter the referenced<br />

target:<br />

• {Color Palette 8}<br />

Page arrow down to the next action in the Level column and enter the referenced target:<br />

• [Color Palette] [2]<br />

Page arrow down to the next action in the Level column and enter the referenced target:<br />

• {Color Palette 4}<br />

Adjust any of the effect details on the right side of the CIA by pressing the appropriate detail<br />

button and making changes (see Effects Editor, page 229).<br />

238 <strong>Ion</strong> Operations Manual


Relative Effects<br />

A relative effect is an offset from the current state of a channel parameter. There are three different<br />

types of relative effects: focus, color, and linear. Each of the these effect types have a graphic editor<br />

designed specifically for the parameters involved.<br />

Relative effects have many of the same properties and attributes as step-based and absolute<br />

effects.<br />

<strong>Ion</strong> is preprogrammed with 16 relative effects which represent some of the most commonly used<br />

patterns and parameters. These are automatically visible in the effects list and can be manipulated<br />

using the encoders to conform to your needs. You may also custom build relative effects.<br />

Note:<br />

Focus Effects<br />

Focus effects are designed to impact a channel’s pan and tilt parameters. These are represented in<br />

the horizontal and vertical axes of the graph in the effects editor. They can be created from live or<br />

blind and the properties can be set in the effects editor as any other effect (see Effects Editor, page<br />

229).<br />

New focus effects default to a circle. You can clear this and draw your own shape by pressing<br />

{Edit}>{Clear} and drawing on the graph with your finger or the mouse. Press {Apply} when you<br />

are done. Canned focus effects can be modified in the same manner. The green arrow indicates<br />

default direction of motion, which can be modified in attributes.<br />

Focus Effect<br />

As you learn to use the effects editor with relative effects, it is recommended that<br />

you experiment with the preprogrammed effects until you understand the<br />

fundamentals and how effects can be altered.<br />

19 Creating and Using Effects 239


Color Effects<br />

Color effects impact only color parameters. Hue and saturation offsets can be used which are<br />

represented in the horizontal and vertical axes of the graph in the effects editor. The {Parameters}<br />

key within a color effect displays the various color mechanisms used in any patched channels.<br />

New color effects default to a circle. You can clear this and draw your own shape by pressing<br />

{Edit}>{Clear} and drawing on the graph with your finger or the mouse. Press {Apply} when you<br />

are done. Canned color effects can be modified in the same manner. The green arrow indicates<br />

default direction of color shift, which can be modified in attributes.<br />

Color Effect<br />

Linear Effects<br />

A linear effect does not have to be parameter specific. Rather it can simply be a reference to a linear<br />

diagram which can be applied to any parameter. You can redraw the linear diagram for an existing<br />

linear effect by pressing {Edit}>{Clear} and then tracing the diagram on the graph with the mouse<br />

or your finger. Press {Apply} when you are done.<br />

Linear Effect<br />

240 <strong>Ion</strong> Operations Manual


Define a Pattern Shape<br />

Shapes can be defined for any relative effect (focus, color, or linear).<br />

To define a shape, press the {Edit} softkey beneath the pattern editor. The softkeys will change to<br />

{Apply}, {Restore}, {Clear}.<br />

• Press {Clear} to clear the pattern.<br />

• Draw a new pattern using your finger (or the mouse). If you want to return to the original<br />

pattern, press {Restore} before pressing apply.<br />

• When you have the proper pattern drawn, press {Apply}. The pattern will be applied to the<br />

effect.<br />

Note:<br />

If you delete a preprogrammed effect (for example, after making changes to it) the<br />

effect will return to its default value. Preprogrammed effects (901-916) cannot be<br />

deleted.<br />

You can also copy effects to another effect location and modify them from there.<br />

This will leave the original effect untouched.<br />

• [Effect] [904] [Copy To] [8] [Enter]<br />

Program a New Relative Effect<br />

To open the effects list press:<br />

• [Effect] [Effect]<br />

Establish the number of the effect by pressing:<br />

• [Effect] [4] {Type} {Linear/Focus/Color} [Enter]<br />

The effect will appear in the effect list and the CIA will repaint with the effect details visible.<br />

Manipulate the effect using the encoders, effect graph, or property fields so that the effect<br />

meets your needs (see Effects Editor, page 229 for details on effect properties and<br />

encoders).<br />

19 Creating and Using Effects 241


Apply an Existing Effect<br />

Once an effect has been created, it will appear in the effects list. To apply an existing effect, press:<br />

• [Select Channels] [Effect] [x] [Enter]<br />

or using the direct selects<br />

• [Select Channels] {Effect x}<br />

The selected channels will begin their changes as programmed in the effect.<br />

Since step based effects have an embedded channel list, those effects can be recalled by [Group]<br />

[Effect] [n] [Enter] or [Recall From] [Effect] [n] [Enter] without selecting channels.<br />

Editing Effects Live<br />

To edit an effect while it is running, press:<br />

• [Displays] {Effect Status}<br />

The effect status display will open in the CIA and any currently running effects will be visible in the<br />

display. Selecting the effect number in the status display will select the effect for editing. Select the<br />

effect you want to edit live by pressing:<br />

• [Effect] [x] [Enter]<br />

Use the encoders to adjust the attributes as described in Effect Status Display, page 233.<br />

Adjustments are cue overrides and don’t impact the core effect.<br />

To edit other properties of the effect in live, press {Edit} and the effects editor will open (See Effects<br />

Editor, page 229). Changes made in the editor will impact the effect itself and all instances in which<br />

the effect is used. Changes made to effects in the effect status display impact only that instance of<br />

the effect. Changes made directly in the effect editor impact all instances of that effect.<br />

Stop an Effect<br />

Pressing [Stop Effect] [Enter] will stop all running effects.<br />

To stop a specific effect, press: [Stop Effect] [x] [Enter].<br />

You may also stop effects on specific channels by [selecting channels] [Stop Effect] [Enter].<br />

You may also remove an effect instruction by [selecting channels] [Effect] [At] [Enter]. This<br />

command will work in live or blind. You can also stop the whole effect by pressing [Effect] [x] [At]<br />

[Enter].<br />

Deleting an Effect<br />

To delete an effect, press [Delete] [Effect] [n] [Enter] [Enter]. If you delete one of the default<br />

effects (901 through 916) that effect will return to its default values.<br />

242 <strong>Ion</strong> Operations Manual


Effects on Submasters<br />

Channels running effects can be loaded onto a submaster. Pressing the bump button of the<br />

submaster starts or stops the effect.<br />

For the submaster to control the rate and/or size of the effect, it must be configured as an effects<br />

submaster. When a submaster is defined as effect, only the effect information is stored. The slider<br />

will then have control of the in and out behavior of the effect.<br />

If the submaster is set to additive, the slider will control non-effect values only.<br />

Configuring an Effect Submaster<br />

To configure an effect submaster, press:<br />

• [Sub] [x] {Mode} [Enter]<br />

Note:<br />

The {Mode} softkey toggles between inhibitive, effectsub, and additive. Press<br />

{Mode} until effectsub is on the command line.<br />

Recording an Effect to a Submaster<br />

To apply an existing effect, press:<br />

• [Select Channels] [Effect] [x] [Enter]<br />

Recording to a submaster, press:<br />

• [Record] [Sub] [x] [Enter]<br />

Running an Effect from a Submaster<br />

The way effects are played back from a submaster depends on its mode, and whether the<br />

submaster is set to be a proportional fader or an intensity master.<br />

Below is an example of four different submasters, in different modes, with the same effect stored to<br />

them.<br />

Effect on an Additive/Proportional Submaster<br />

The submaster contains the intensity, pan/tilt data, along with the effect. Pressing the bump<br />

button starts the effect. The fader controls values not affected by the effect. Pressing the<br />

bump button again stops the effect.<br />

Effect on an Additive/Intensity Master Submaster<br />

Pressing the bump button marks the lights, and starts the effect. The fader brings up any<br />

intensities stored in the submaster. Pressing the bump button again stops the effect.<br />

Effect on an Effect/Proportional Submaster<br />

Pressing the bump button starts the effect. The fader controls the rate and/or size based on<br />

the effect’s entry behavior. Pressing the bump button again stops the effect.<br />

Effect on an Effect/Intensity Master Submaster<br />

Pressing the bump button starts the effect. The fader controls the rate and/or size based on<br />

the effect’s entry behavior. Pressing the bump button again stops the effect.<br />

In other words, there is no difference between a proportional fader and an intensity master when<br />

the submaster is configured to be an effect submaster.<br />

19 Creating and Using Effects 243


244 <strong>Ion</strong> Operations Manual


Chapter 20<br />

Using About<br />

[About] provides detailed information regarding selected elements. When opened, it appears in the<br />

CIA and remains open until closed or until another action forces it to close.<br />

This chapter contains the following sections:<br />

• [About] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .247<br />

• About Channel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .249<br />

• About Address . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250<br />

• About Cue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .253<br />

• About IFCB Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .253<br />

• About Presets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .253<br />

20 Using About 245


About [About]<br />

Pressing [About] puts the console in “about” mode, which allows you to examine “about”<br />

information indefinitely, simply by selecting the element you are interested in.<br />

When in about mode, selecting a channel will reveal information about that channel. Below are<br />

examples of the “Current Values” view (see below) of information that is presented when selecting<br />

conventional or moving lights.<br />

Conventional Channel Current Values<br />

Moving Light Channel Current Values<br />

The buttons on the right side of the about screen alter the information that is displayed for the<br />

selected channel. The selected button is highlighted in gray. The buttons are:<br />

• {Current Values} - this shows any current information that the channel is receiving and<br />

following.<br />

• {Background} - this displays any information that is being sent to the channel, but not<br />

adhered to since another source has ownership of the channel.<br />

• {Moves} - this shows the previous move, value of the previous move, the next move, and its<br />

value.<br />

• {Usage} - this shows where and how a channel is used.<br />

• {Patch} - this displays patch information about the channel.<br />

• {Lamp Controls} - this displays any parameters associated with the channel. If the channel<br />

is a conventional (intensity-only) fixture, no parameters will be displayed. If it is a moving light,<br />

this key will access lamp controls.<br />

246 <strong>Ion</strong> Operations Manual


[About]<br />

When [About] is pressed, the CIA presents the following information:<br />

• Channel count for the console<br />

• Software version<br />

• Copyright notifications<br />

• Device name<br />

• Assigned as (Primary/Backup/Client/Offline)<br />

• User ID<br />

• Number of patched and unpatched addresses<br />

• Priority (ACN and Net2)<br />

• IP Address<br />

About System<br />

When {About System} is pressed, the CIA displays a list of all network devices that are connected<br />

to <strong>Ion</strong>. These network devices include:<br />

• Consoles<br />

• RPUs<br />

• RVIs<br />

• PC Clients<br />

• Show Control Gateways<br />

• I/O Gateways<br />

• Unison processors<br />

• CEM+<br />

• Net3 Gateways<br />

• <strong>ETC</strong>Net2 Nodes<br />

Each network device will display the following information:<br />

• Device Type<br />

• Name/Component<br />

• Status<br />

• Connected<br />

• IP Address<br />

20 Using About 247


Clicking on a CEM+ in the {About System} list will display the following information about that<br />

device:<br />

• Rack Name<br />

• Rack Type<br />

• Ambient Temperature<br />

• Phase A,B,C voltages<br />

• Frequency<br />

• Filter Hours Remaining<br />

• Rack Errors<br />

• Group Number<br />

• Group Name<br />

• Network Settings<br />

• Software Version<br />

Buttons available in the CEM+ {About System} screen are {Activ. Preset}, {Deactiv. Preset}, and<br />

{Clear Errors}.<br />

Note:<br />

Clearing CEM+ errors from <strong>Ion</strong> will be temporary unless the errors have been fixed<br />

at the CEM+. Errors displayed on Eos will clear on their own once they have been<br />

cleared from the CEM+.<br />

248 <strong>Ion</strong> Operations Manual


About Channel<br />

Press [About] to put the CIA into “About” mode. When a channel is selected, the information below<br />

is displayed: You can select the information you wish to view from the four buttons located on the<br />

right side of the CIA. The buttons are:<br />

{Current Value} displays information that indicates:<br />

• Channel number<br />

• Device Type<br />

• Most recent intensity move (cue number)<br />

• Next intensity move<br />

• What the channel is inhibited by (if anything)<br />

• A list of all parameters on the channel showing the current value and its source, the<br />

absolute value, delay and timing information, and any parked values.<br />

{Background Value} displays similar information:<br />

• Channel number<br />

• Device Type<br />

• A list of all parameters on the channel showing the background value and its source,<br />

and the DMX value.<br />

{Moves} displays information that shows:<br />

• Parameters<br />

• Previous move<br />

• Value of the previous move (preset, palette, or absolute data)<br />

• Next move<br />

• Value of the next move (preset, palette, or absolute data)<br />

{Usage} displays information on how the channel is used, such as:<br />

• Maximum Intensity<br />

• Total number of cues it appears in (based on intensity)<br />

• Total number of intensity moves<br />

• Cue lists it is used in<br />

• List of submasters that include the channel<br />

• List of cues that have move instructions for the channel<br />

• List of cues with dark moves for the channel<br />

{Patch} displays the following information:<br />

• the channel’s address range<br />

• the proportional patch level<br />

• curve (if any)<br />

• preheat information (if any)<br />

• swap/invert pan/tilt status<br />

• any keywords associated with the channel<br />

• List of all parameter values with their address, home value, and parked value (if any)<br />

{Lamp Controls} displays controls for the lamp or other parameters of the device (if it is a moving<br />

light).<br />

20 Using About 249


About Address<br />

Press [About] to put the CIA into “About” mode. When an address is selected, the information<br />

below is displayed: You can select the information you wish to view from the five buttons located on<br />

the right side of the CIA. The buttons are:<br />

{Address} displays the following information:<br />

• Address number (displayed as straight address and port/offset)<br />

• Dimmer label (if any)<br />

• Associated channel number, which is a hyperlink to the [About] channel display.<br />

• Part number (if any)<br />

• Notes<br />

• Output value (ACN, Net2, ArtNet, Avab UDP, or DMX)<br />

• Current output value and source of output<br />

• Parameter controlled by the address<br />

• Home Value<br />

• Basic patch information<br />

• Extended patch information (if available)<br />

• If it is a scroller, color/gobo wheel, the assigned scroll or wheel is indicated<br />

{Next Part} & {Last Part} will advance to the next part or go back to the previous part. These<br />

buttons only display for addresses with parts.<br />

{Go To Patch} is a shortcut to edit the patch for the address selected. This will open up the patch<br />

display.<br />

{Lamp Controls} displays controls for the lamp or other parameters of the device (if it is a moving<br />

light).<br />

{Address Check} will bring current address to full.<br />

{Next/Last Unpatched} will allow you to see what addresses closest to the current address are<br />

currently unpatched.<br />

250 <strong>Ion</strong> Operations Manual


{Sensor AF} - appears when the current address is patched to a dimmer in an <strong>ETC</strong> Sensor rack.<br />

Sensor feedback must be enabled. See Enable Sensor Feedback, page 301 for more information.<br />

Note:<br />

{Sensor AF} displays the following information:<br />

• Sensor dimmer name<br />

• Dimmer module type<br />

• Rack/Position<br />

• Rack dimmer level (displayed as a percentage)<br />

• Rack dimmer source<br />

{Sensor AF} displays the following information, which can be modified from <strong>Ion</strong>:<br />

• Mode<br />

• Curve<br />

• Threshold<br />

• Scale Minimum<br />

• Scale Maximum<br />

• Preheat<br />

• Preheat Timing<br />

• Advanced Features (AF)<br />

The following buttons will also be displayed:<br />

• {Set Dimmer} sets that dimmer to an intensity.<br />

• {Unset Dimmer} unsets a dimmer.<br />

• {Clear Errors} clears any dimmer errors that are present for that address.<br />

Note:<br />

For Sensor feedback, the CEM+ must be running software version 3.0 or later.<br />

Clearing CEM+ errors from <strong>Ion</strong> will be temporary unless the errors have been fixed<br />

at the CEM+. Errors displayed on <strong>Ion</strong> will clear on their own once they have been<br />

cleared from the CEM+. Some CEM+ errors can only be cleared at the CEM+.<br />

20 Using About 251


{Device Details} - appears when the current address is patched to a RDM device. RDM devices<br />

must be enabled through the ECM and discovered through the patch. See Enable RDM, page 301<br />

and {Patch} Display and Settings, page 68.<br />

{Device Details} displays the following information and allows some changes to be made to:<br />

Note:<br />

Note:<br />

• Device Label (displayed at the top by the address number)<br />

• DMX Address (can be changed in this display by clicking on the property or value)<br />

• DMX Label (same as the device label, but the label can be changed here by clicking on<br />

the property or value)<br />

• Type<br />

• Manufacturer<br />

• Device ID<br />

• Footprint<br />

• Version<br />

• Lamp State<br />

• Lamp Hours<br />

• Head DC Voltage<br />

• Lamp On/Off<br />

• Gel Distance Traveled<br />

• Gel2 Distance Traveled<br />

• Fan RPM<br />

• Ambient Temperature<br />

• Gel Temperature<br />

• Device Errors (will only display if there are current errors)<br />

• Clear Errors<br />

Device Errors are displayed in four different colors depending on severity.<br />

Note:<br />

Changes may take a few seconds to take effect. They will propagate to the RDM<br />

device and then back to the console’s patch and about displays.<br />

Changing the address can not cause any part of the fixture to move to a different<br />

universe or communication with the device maybe loss. The universe is set into<br />

the gateways port configuration.<br />

Color severity is determined by the device manufacturer.<br />

• Gray - unknown or not an error<br />

• White - Advisory<br />

• Yellow - Warning<br />

• Red - Error<br />

252 <strong>Ion</strong> Operations Manual


About Cue<br />

The following information will be displayed:<br />

• if the cue is active and what fader it is playing on<br />

• timing data for the cue (including discrete timing)<br />

• any effects running<br />

• number of move instructions in the cue<br />

• what channels move in the cue<br />

About IFCB Palettes<br />

The following information will be displayed when an intensity, focus, color, or beam palette is<br />

selected:<br />

• the number of cues the palette is used in<br />

• the number of presets the palette is used in<br />

• the number of move instructions the palette is used in<br />

• the first cue the palette is used in<br />

• the last cue the palette is used in<br />

• the number of cue lists that use the palette<br />

About Presets<br />

When a preset is selected, the following information will be displayed:<br />

• the number of move instructions the preset is used in<br />

• the first cue the preset is used in<br />

• the last cue the preset is used in<br />

• the number of cue lists that use the preset<br />

20 Using About 253


254 <strong>Ion</strong> Operations Manual


Chapter 21<br />

Storing and Using Submasters<br />

Faders, both virtual and physical, can be assigned as submasters. This chapter explains how to<br />

assign and use submasters on your <strong>Ion</strong> console. You may also use submasters with Universal<br />

Fader Wings. For more information on these, see Universal Fader Wings, page 335.<br />

This chapter contains the following sections:<br />

• About Submasters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .256<br />

• Loading Submasters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .259<br />

• Using Bump Button Timing With Submasters . . . . . . . . . .261<br />

21 Storing and Using Submasters 255


About Submasters<br />

Submasters can store any parameter data for channels. When storing from Live, Record Only and<br />

Record can both be used to determine what contents are stored. You can copy cues, presets, or<br />

palettes to a submaster as well. Channels running effects can be loaded onto a submaster. See<br />

“Effects on Submasters” on page 243. Submasters can be accessed using the slider module (see<br />

Slider Module, page 214) or the Universal Fader Wings (see Universal Fader Wings, page 335).<br />

Faders can be configured as submasters in setup (see Fader Configuration, page 96) or they can<br />

be defined while programming. In blind, submasters can be created by using the [Thru] [Thru]<br />

syntax.<br />

• [Sub] [1] [Thru] [Thru] [1] [0] [Enter] - will create subs 1 through 10.<br />

When set as a submaster, the bottom button beneath the potentiometer acts as a bump button or a<br />

mark button depending on the submaster type (Proportional or Intensity Master). The button above<br />

the bump can be used to select all of the channels associated with the submaster, if the submaster<br />

is inactive. This is equivalent to the syntax [Group] [Sub] [x] [Enter]. When the submaster is<br />

active, this button will assert the contents of the submaster when pressed.<br />

It is possible to program upfade, dwell, and downfade times in association with the submaster<br />

bumps.<br />

On fader wings, when a submaster bump LED is blinking, it means that the submaster must be<br />

homed due to either changes to its content or to its mode. In either case, reset the submaster by<br />

dropping it to zero and the moving it back to the desired position. Inhibitive submasters (see below)<br />

that are blinking must be homed to 100% rather than zero. The LED will also blink when the<br />

submaster is in a “Held” state via bump button timing<br />

Recording a Submaster<br />

You can record current stage contents directly to a submaster. To do this, set levels in live as<br />

needed then record them to the submaster. See the following examples:<br />

• [Record] [Sub] [5] [Enter] - records all current values to sub 5.<br />

• [Record Only] [Sub] [5] [Enter] - records the manual values of the current stage state to sub<br />

5.<br />

• [Record Only] [Sub] [5] [Label] [xxxx] [Enter] - as above, with a label.<br />

• [Record] [Sub] [5] {Mode} [Enter] - as above, and alters mode between inhibitive or additive.<br />

Other submaster properties (HTP/LTP, Exclusive, and so on) can be assigned in this way as<br />

well.<br />

You can also record selected channel data to submasters as well. See below:<br />

• [Channel List] [Record] [Sub] [5] [Enter] - records all data for the channel list to sub 5.<br />

• [Channel List] [Record Only] [Sub] [5] [Enter] - records manual data for the channel list to<br />

sub 5.<br />

If the fader is at full when the submaster is stored, you can use the [Rem Dim] command to<br />

automatically release the content to the submaster.<br />

256 <strong>Ion</strong> Operations Manual


Submaster Displays<br />

In the display window of any programmed submaster, you will see the following:<br />

• Submaster number<br />

• Submaster label (if any)<br />

• Independent flag (if any)<br />

• I-Master flag (I.M. - if any)<br />

• Current setting<br />

Additive vs. Inhibitive<br />

You may define your submaster as additive (contributes to the live output) or inhibitive (limits live<br />

output). <strong>Ion</strong> defaults to submasters being additive.<br />

To toggle a submaster between additive, inhibitive, or effectsub:<br />

• [Sub] [7] {Mode} [Enter]<br />

Additive submasters are indicated by a green LED or a green outlined fader icon in the fader<br />

window.<br />

Inhibitive submasters display these indicators in red. Channels mastered by an inhibitive submaster<br />

are indicated with an “I” next to the intensity value in the channel display in live. Inhibitive<br />

submasters do not provide levels to the stage picture, they limit them (similar to a grandmaster). It<br />

is possible to put non-intensity parameters onto an inhibitive submaster, but it must be done from<br />

blind.<br />

For more information about effectsub, See “Effects on Submasters” on page 243.<br />

Proportional vs. Intensity Master<br />

A submaster can be set to be either a proportional fader or an intensity master. This is done using<br />

the {Fader} softkey. <strong>Ion</strong> defaults to submasters as proportional.<br />

Proportional submasters<br />

When a submaster is proportional, the slider will control all contents of the submaster (intensity and<br />

non-intensity parameters) when moved from zero. When a proportional sub is return toward zero,<br />

channel will be returned to their previous level.<br />

The bump button can be used to bump all values to their recorded levels in the submaster, or, by<br />

assigning timing values, fade the contents of the submaster up or out.<br />

Intensity master<br />

When set to this fader type, the slider will control intensity only. The bump button can be used to<br />

preset (mark) non-intensity parameters stored to the submaster. If the bump is not pressed before<br />

the slider is moved, the slider will also fade the non-intensity-parameters to their recorded values.<br />

Once the non-intensity-parameters are at their end state, the slider only controls intensity. When<br />

dropped toward zero, controlled intensities will be faded toward zero.<br />

To toggle a submaster between a “Proportional” or “I-Master” fader:<br />

• [Sub] [8] {Fader} [Enter]<br />

21 Storing and Using Submasters 257


HTP vs. LTP<br />

Submasters can be set to be either Highest-Takes-Precedence (HTP) or Latest-Takes-Precedence<br />

(LTP). This setting is applied to intensity only. Non-intensity parameters are always LTP. <strong>Ion</strong><br />

defaults all submasters to HTP. For more information on HTP and LTP see HTP vs. LTP, page 7.<br />

To toggle a submaster between HTP and LTP:<br />

• [Sub] [6] {HTP/LTP} [Enter]<br />

Exclusive Submasters<br />

Submasters can be placed in exclusive mode. This prohibits storing the contribution of the<br />

submaster into any record targets. In essence, this acts as a fixed [-] [Sub] [Record] command.<br />

To place a submaster in exclusive mode:<br />

• [Sub] [5] {Exclusive} [Enter]<br />

Independent<br />

You can also set a submaster to “independent”, allowing submaster values to remain unaffected by<br />

other submasters or playback fader instructions. They will, however, still be impacted by manual<br />

control, grandmaster, blackout, park instructions, or other play faders and submasters on<br />

independent.<br />

Inhibitive subs can not be set as independent.<br />

To toggle a submaster between independent “on” or “off”:<br />

• [Sub] [7] {Independent} [Enter]<br />

Changing Fader Pages<br />

On Fader Wings<br />

The fader wing is paged using the [Fader Controls] button on the <strong>Ion</strong> console. Fader pages are<br />

delineated in 20 fader increments. If you advance to the next fader page, your entire fader wing<br />

array will advance by a total of 20 faders.<br />

To change the fader page of a fader wing:<br />

Step 1: Press and hold the [Fader Controls] button on the <strong>Ion</strong> console. The LCD on the fader<br />

wing will display the available pages beneath the fader bump buttons.<br />

Step 2: Press the bump button corresponding to the page you wish to display on the fader<br />

wing. The fader wing will display those faders after your selection is made.<br />

On the Slider Module<br />

The slider module is paged on <strong>Ion</strong> using the page buttons that are displayed to the right of the<br />

module. There are 30 available pages of sliders. Pages are delineated in 10 fader increments. Click<br />

on the appropriate page button to access that row of sliders. You can scroll through the available<br />

pages by clicking the arrow button(s) next to the page buttons.<br />

258 <strong>Ion</strong> Operations Manual


Loading Submasters<br />

Submasters can be loaded with cues, presets, or palettes.You can convert an empty fader to a<br />

submaster without configuring it in setup. Any fader can be configured and loaded with a submaster<br />

if:<br />

• the fader is not configured<br />

-or-<br />

• the fader is configured as a playback but has no cue list loaded to it<br />

-or-<br />

• the fader is configured as a submaster, but that submaster is empty.<br />

Regardless of the fader configuration in setup, if the above conditions are met, the fader can be<br />

loaded with the submaster specified on the command line.<br />

If a submaster with data (or a playback fader) already occupies the fader, that fader must be<br />

released before another submaster can be loaded.<br />

To release a fader that contains a submaster:<br />

Step 1: Press and hold [Fader Controls].<br />

Step 2: If necessary, select the fader page that contains the desired fader. Pressing the<br />

appropriate page bump button on the fader wing or use the page controls with the<br />

slider module.<br />

Step 3: Press {Release}.<br />

Step 4: Press both buttons ([Load]) of the desired fader. The fader will be released but will<br />

remain configured as a submaster<br />

On Fader Wings<br />

Faders on fader wings can be configured as submasters by pressing both buttons of the desired<br />

fader. In this instance, this acts as a [Load] button.<br />

To load a fader with a submaster:<br />

Step 1: Specify the submaster on the command line.<br />

• [Sub] [5] [Enter]<br />

Step 2: Press both buttons ([Load]) for the desired fader. The submaster will load to the fader.<br />

On the Slider Module<br />

• [Sub] [5] [Enter] {Load} - loads submaster 5 to the fader associated with the load button.<br />

• [Cue] [5] [Sub] [4] [Enter] - loads the contents of cue 5 to submaster 4 (a {CopyTo}<br />

command will appear within the syntax on the command line).<br />

• [Cue] [5] {Load} - loads cue 5 to the submaster associated with the chosen load button.<br />

• [-] [5] [Cue] [5] [Sub] [6] [Enter] - loads the contents of cue 5, minus channel 5, to submaster<br />

6.<br />

• [Cue] [1] [thru] [5] [Sub] [1] [thru] [4] [+] [7] - sequentially loads cues 1 thru 5 to subs 1, 2,<br />

3, 4 and 7.<br />

• [Cue] [1] [thru] [5] [Sub] [1] [thru] [Enter] - sequentially loads cues 1 thru 5 to subs 1 thru<br />

5 (a {CopyTo} command will appear within the syntax on the command line).<br />

21 Storing and Using Submasters 259


Updating a Submaster<br />

It is possible to make changes to a submaster in live mode. [Update] is used to store changes to a<br />

submaster.<br />

• [Update] [Sub] [5] [Enter] - updates sub 5 to include changes in live output only for channels<br />

already in submaster 5. You can also press the bump button for submaster 5 to select it.<br />

• [Channel list] [Update] [Sub] [5] [Enter] - adds only the specified channels to submaster 5.<br />

Labels can be changed without restoring the contents as well:<br />

• [Sub] [6] [Label] [xxxx] [Enter]<br />

• [Sub] [6] [Label] [Label] [Enter] - removes the label.<br />

Deleting a Submaster<br />

You can delete a submaster using the [Delete] key. When a submaster is deleted, the slider<br />

remains configured as a submaster, but it will be empty.<br />

• [Delete] [Sub] [5] [Enter] [Enter] - deletes the contents of sub 5.<br />

260 <strong>Ion</strong> Operations Manual


Using Bump Button Timing With Submasters<br />

Each submaster bump can have three different timing values: Upfade, Dwell, and Downfade (see<br />

below). The default timing is set so that the bump functions as an “on” flash key for additive<br />

submasters and an “off” flash key for inhibitive submasters. Effects on submasters will follow<br />

submaster timing, unless timing has been placed in the effect itself<br />

The three timing values are:<br />

• Upfade time - this is the time for the submaster to fade from its home position to its target<br />

position (0 to Full if additive, Full to 0 if inhibitive). The default time is 0.<br />

• Dwell time - this is the time the submaster look will hold before starting the downfade. This<br />

can be set to a specified time, or to “Hold” or “Manual”. “H old” time maintains the submaster<br />

values until the bump is pressed a second time. “Manual” time applies the submaster values<br />

only as long as the bump is held. The default is “Manual”.<br />

• Downfade time - this is the time for the submaster to fade from its target position to its home<br />

position. The default time is 0.<br />

At any time, the potentiometer can be used to manually override fade progression or a submaster<br />

triggered with time.<br />

To add bump button timing live:<br />

• [Sub] [8] [Time] [3] [Time] [4] [Time] [3] [Enter] - adds a 3 second upfade, 4 second dwell<br />

and 3 second downfade to submaster 8.<br />

• [Sub] [4] [Time] [Time] {Manual} [Time] [3] [Enter] - adds a manual dwell time and a 3<br />

second downfade time to submaster 4. When the bump is pressed and held, it will flash on and<br />

stay on until the button is released, at which time it will begin the downfade.<br />

• [Sub] [4] [Time] [3] [Time] {Hold} [Enter] - adds a 3 second upfade time, and a ‘hold’ dwell<br />

time. When the bump is pressed, the upfade starts. Once at the target value it will remain there<br />

until the button is pressed again. The downfade will “bump” to zero.<br />

• [Sub] [4] [Time] [Enter] - resets all time for submaster 4 to default (Up = 0, Dwell = Manual,<br />

Down = 0).<br />

Controlling Subfades Manually<br />

It is possible to take control of submasters even if they have recorded time. To capture the fade you<br />

must push the potentiometer past the current fade level. Once this is done, control is transferred to<br />

the potentiometer for full manual control.<br />

You may then use the potentiometer to increase or decrease the submaster level as needed.<br />

21 Storing and Using Submasters 261


Submaster List<br />

You can access the submaster list by pressing [Sub] [Sub] or through the browser (Record Target<br />

Lists>Submaster List>[Select]).<br />

The list view includes a list of all stored submasters including their label and all recordable<br />

properties. You can navigate within the list by using the [Next] and [Last] buttons or by selecting<br />

the desired submaster from the command line.<br />

When this tab is active, the softkeys will repaint to supply you with options to affect the submaster<br />

type, or if the submaster is set to independent. You can also move a submaster using [Move To].<br />

For example:<br />

• [Sub] [1] {Mode} [Enter] - toggles the submaster 1 between “additive”, “effectsub”, and<br />

“inhibitive”. This can be done in live as well.<br />

• [Sub] [2] {Independent} [Enter] - toggles submaster 2’s independent setting on and off.<br />

Independent can only be activated on an additive submaster.<br />

• [Sub] [2] {Move To} [Sub 9] [Enter] [Enter] - moves the contents, label, and timing data from<br />

submaster 2 and places it in submaster 9. Submaster 2 is removed.<br />

You may copy the contents of a submaster by using the [Copy To] button.<br />

Editing Submasters<br />

If you want to actually edit the contents of the submaster, you can select the submaster and press<br />

{Edit}. This changes focus to the live/blind display and places you into the blind edit mode for the<br />

specified submaster. You may also press [Blind] and select the required submaster from the<br />

command line.<br />

Any changes made in this screen are automatically stored. A [Record] or [Update] command is not<br />

required.<br />

262 <strong>Ion</strong> Operations Manual


Chapter 22<br />

Storing and Using Macros<br />

<strong>Ion</strong> provides you with the ability to record macros, which allow you to compose a series of<br />

programming actions and be able to execute them later by recalling the macro.<br />

This chapter contains the following sections:<br />

• Store a Macro from Live . . . . . . . . . . . . . . . . . . . . . . . . . . . .264<br />

• Macro Editor Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .266<br />

• Play a Macro. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .270<br />

• Delete a Macro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .270<br />

22 Storing and Using Macros 263


About Macros<br />

Macros are comprised of any series of button presses (both hard and softkeys), screen commands<br />

and events. <strong>Ion</strong> provides you with the macro feature to simplify complex or repetitive console<br />

programming and operating tasks that you perform often.<br />

When you record the series of button presses to a new macro, you can later play it back by simply<br />

pressing the macro direct select button, running it from a linked cue, accessing it from a connected<br />

show control system, remotely triggering the macro, or running it from another recorded macro.<br />

You may create up to 1,000 macros either from live, using the macro [Learn] mode to record a<br />

sequence of keystrokes as you perform the operation, or you can create a macro from within the<br />

macro editor display, entering and editing keystrokes into the macro content editor without actually<br />

executing the instructions.<br />

The macro editor display contains a listing of all recorded macros including labels and the contents<br />

of the macros stored. All macro editing is accomplished from the macro editor display.<br />

Store a Macro from Live<br />

The most effective way to store a macro is from live mode using the macro [Learn] mode to record<br />

a sequence of button presses as you enter them. You can include any button press on the console<br />

(hard key or soft key), except [Macro], the arrow keys, [Escape], [Select], and [Learn].<br />

Using the [Learn] key<br />

Pressing the [Learn] key while in live mode places the console in macro learn mode. The [Learn]<br />

key flashes and the CIA displays “Learning” above the command line. Assign a number identifier<br />

(from 1 to 1000) to the Macro using the control keypad and press [Enter]. The CIA flashes<br />

“Learning Macro ####” above the command line. This indicates that the console is ready to record<br />

the macro.<br />

Note:<br />

It is helpful if you plan your macro content in advance of the macro record process.<br />

While in learn mode, each button press is recorded as content, even the [Clear]<br />

button if you have mistaken a keystroke. There is no way to fix a content error in<br />

live mode, but you can rerecord the macro as needed or you can edit the recorded<br />

macro in the macro editor, removing any unneeded commands. See “Edit an<br />

Existing Macro” on page 269.<br />

264 <strong>Ion</strong> Operations Manual


Begin writing the sequence of button presses and events for the macro record. When you have<br />

finished with the series of events and button presses, press the [Learn] key again to exit macro<br />

learn mode.<br />

Examples of a macro record function include:<br />

• [Learn] [1] [Enter] [Go To Cue] [Out] [Time] [0] [Enter] [Learn] - records macro 1 with the<br />

go to cue out command.<br />

• [Learn] [5] [Enter] [1] [Full] {Chan Check} [Enter] [Learn] - records macro 5 with channel<br />

1 at full in channel check mode. To check the next channel in the list, press [Next].<br />

• [Learn] [4] [Enter] [-] [Sub] [Record] [Learn] - records macro 4 with instructions to record<br />

a target excluding all submaster data.<br />

• [Learn] [2] [Enter] [-] [Group] [6] [Color] [Record] [Learn] - records macro 2 with<br />

instructions to record a target excluding the color data from group 6.<br />

You can also create a macro in live that bumps submasters across fader pages but first you must<br />

have channels assigned to the submasters.<br />

For Example:<br />

Write submasters 1 through 5 and 15 through 17, each with its own channel selections at<br />

100%. Then press:<br />

• [Learn] [1] [Enter] [Bump1] [Bump2] [Bump3] [Bump4] [Bump5]<br />

• [Fader Page]<br />

• [Bump15] [Bump16] [Bump17] [Learn]<br />

Once you have created the macro from Live in [Learn] mode, you can easily edit the sequence<br />

from the macro editor display. See “Macro Editor Display” on page 266.<br />

22 Storing and Using Macros 265


Macro Editor Display<br />

Macro editing is accomplished from the macro editor display. As an alternative to recording your<br />

macro in live, you may create it from this display instead. Open the macro editor display from the<br />

browser by navigating to Record Target Lists > Macro Editor, then press [Select]. The editor will<br />

display on an external monitor.<br />

The display is divided horizontally, the top portion displays the macro contents in detail while the<br />

bottom portion lists all macros, including the label and contents.<br />

While in the macro editor display, any numeric entry on the command line is assumed to be a macro<br />

number. If the macro number entered already exists and [Enter] is pressed, the macro list will page<br />

to the selected macro and the macro content detail section will display all of the contents of the<br />

selected macro. If the macro number entered does not exist in the list and [Enter] is pressed, an<br />

empty macro will be created with the specified macro number.<br />

266 <strong>Ion</strong> Operations Manual


While in the macro editor display, the following functions may be performed using the control<br />

keypad and softkeys:<br />

• [Label] - when a macro is selected and [Label] is pressed, the alphanumeric keypad will<br />

display on the CIA. Label the macro and press [Enter].<br />

• [1] [Label] [Enter] - labels macro 1<br />

• [Delete] - when a macro is selected and [Delete] [Enter] is pressed, you will be prompted to<br />

confirm the deletion of the selected macro. To confirm press [Enter], to abort press [Clear].<br />

• [1] [Delete] [Enter] [Enter] - deletes macro 1 from the list.<br />

• [Copy To] - when a macro is selected and [Copy To] is pressed, you will be prompted to enter<br />

the macro number that you want to copy the contents of the selected macro to. You will be<br />

prompted to confirm the copy process, press [Enter] to confirm or [Clear] to abort the copy<br />

to process.<br />

• [1] [Copy To] [6] [Enter] [Enter] - copies the entire contents of macro 1 to macro 6.<br />

• {Edit} - when a macro is selected and {Edit} is pressed, you will have entered edit mode for<br />

the selected macro. Three notable changes to your macro editor display include:<br />

• A blinking cursor in the macro content detail portion (top) of the display.<br />

• ”Press [Select] to save or [Escape] to cancel changes” flashes above the command<br />

line.<br />

• The available softkeys change to {Loop Begin}, {Loop Num}, {Wait}, {Delete},<br />

{Cancel}, and {Done}.<br />

• {Move To} - allows you to move and reorganize your macros anywhere in the macro list<br />

numerically.<br />

• For instance, if you have macros 1 through 5 in the list, and you want to move or change<br />

macro 1 to macro 6 so that your most commonly used macros are first in the list, you<br />

would press [1] {Move To} [6] [Enter]. This leaves only macros 2 through 6 in the list.<br />

22 Storing and Using Macros 267


Create a New Macro from the Display<br />

From the macro editor display, enter any unrecorded macro number from 1 to 1000 and press<br />

[Enter]. Your new macro number will display in the macro list in numerical order but will not have a<br />

label or any contents.<br />

To store the macro contents, select the macro and press {Edit}. A cursor appears flashing in the<br />

macro content detail portion of the display, ready for you to add the macro content.<br />

For Example:<br />

Create macro 3. Write the instruction to set all active channels to 50%, then sneak them to<br />

their original levels over 10 seconds and last, link to macro 5.<br />

• [3] [Enter]<br />

• {Edit}<br />

• [Group] [5] [At] [5] [Enter]<br />

• [Sneak] [Time] [1] [0] [Enter]<br />

• [Macro] [5] [Enter]<br />

• [Select]<br />

While in macro edit mode, all keys are entered as content except the macro editor softkeys, arrow<br />

keys, [Escape], [Select] and [Learn] keys.<br />

268 <strong>Ion</strong> Operations Manual


Edit an Existing Macro<br />

When you have created a macro using macro learn mode from live or otherwise, you can edit the<br />

content of your macro by removing or adding commands and special macro softkey functions (such<br />

as wait, loop, and so on).<br />

From the macro editor display, select an existing macro number and press [Enter]. The selected<br />

macro contents will display the detail section. Press {Edit} to make changes to the content.<br />

When in edit mode, the browser changes to display all softkeys available for the system that would<br />

otherwise be difficult to find when recording a macro.<br />

Next to the softkeys display are paging buttons to page through the available softkeys. When used,<br />

these paging buttons will not be stored as content in your macro.<br />

In addition, a new set of macro editor softkeys are displayed while in edit mode including:<br />

• {Loop Begin} - inserts a loop start command.<br />

• {Loop End} - inserts an end command for a loop with a limited number of iterations. An infinite<br />

loop is assigned when you use “0” for the iterations.<br />

• {Wait} - inserts a pause.<br />

• {Delete} - removes commands from the macro.<br />

• {Wait for Input} - Inserts a pause in the macro to allow you to enter data. The pause lasts until<br />

you press the [Macro] key again. Then the remainder of the macro will be completed.<br />

• {Done} - exits macro edit mode. You may also use the [Learn] key to enter and exit edit mode.<br />

In edit mode, the cursor in the macro content detail section of the display provides use of the arrow<br />

keys to navigate through the existing content list. Use of the arrow keys will not be stored to the<br />

macro content.<br />

To add content, place the cursor in the section that you want to insert, then add the command. To<br />

delete a command, place the cursor ahead of the content to be deleted, then press the {Delete}<br />

softkey.<br />

Press [Select] when you have completed all editing. Press [Escape] to abort.<br />

22 Storing and Using Macros 269


Play a Macro<br />

You can play a macro from the command line, from the direct selects, run it from a linked cue, or<br />

from another macro.<br />

To play macro 5 from the command line press [Macro] [5] [Enter]. “Running Macro 5” displays<br />

above the command line in live while the macro is running.<br />

To run macro 5 from the macro direct selects simply press {Macro 5}. “Running Macro 5” displays<br />

above the command line in live while the macro is running.<br />

To run macro 5 from cue 1 press:<br />

• [Cue] [1] {Execute} [Macro] [5] [Enter]<br />

If you would like to run multiple macros from cue 1, press:<br />

• [Cue] [1] {Execute} [Macro] [6] [Enter]<br />

• [Cue] [1] {Execute} [Macro] [7] [Enter]<br />

Each macro has to be entered individually. The previous example would result in macros 5 through<br />

7 being executed from cue 1.<br />

To run a macro from another macro, see the example under Create a New Macro from the Display.<br />

Stop a Macro<br />

If you need to stop a macro while running (for example, during an infinite loop) you may press<br />

[Escape] and the macro will stop.<br />

Delete a Macro<br />

You can delete a macro from the macro editor display by selecting the macro and pressing [Delete]<br />

[Enter]. You will be prompted to confirm the deletion. Confirm by pressing [Enter] again, or abort by<br />

pressing [Clear].<br />

For Example:<br />

Delete macro 5 from the macro list.<br />

• [5] [Enter]<br />

• [Delete] [Enter] [Enter]<br />

Or from any display:<br />

• [Delete] [Macro] [5] [Enter]<br />

270 <strong>Ion</strong> Operations Manual


Chapter 23<br />

Storing and Using Curves<br />

A curve is a relationship between the timing of a fade and the output level of a cue, cue part or<br />

dimmer at each point of time during that fade. By using a non-linear curve, you can create a variety<br />

of effects, accommodate variations and deficiencies in your lighting equipment, alter the transition<br />

ramp, and protect equipment from stress.<br />

This chapter contains the following sections:<br />

• About Curves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .272<br />

• Creating a Curve . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .273<br />

• Editing Curves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .274<br />

• Applying a Curve . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .275<br />

• Delete a Curve . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .275<br />

23 Storing and Using Curves 271


About Curves<br />

You may apply curves to dimmers in patch. Curves may also be applied to cues and to cue parts.<br />

When applied to a cue, the curve impacts only the intensity moves in that cue. When applied to a<br />

cue part, the curve impacts all parameter moves stored in that cue part.<br />

When applied in patch, the intensity transition will follow the ramp defined by the curve during its<br />

fade. This value is determined by referencing the output value of the curve at that percentage and<br />

outputting the curved level rather than the percent level. Up to 100 points of delineation can be<br />

established in a curve, each with its own intensity value if desired.<br />

When applied to a cue, the “percent completion” of the cue is determined by applying the curve’s<br />

output level as the percent completion for all fade calculations. For single-part cues, the calculation<br />

applies only to intensity. For multipart cues, however, the curve applies to all parameters in the part.<br />

<strong>Ion</strong> provides nine pre-programmed, commonly used curves. They can be edited or copied to a new<br />

curve location. When a pre-established curve is deleted, it will return to its original state.<br />

The curve editor can be accessed by pressing [Displays] {Curve} or from the browser,<br />

Browser>Record Target Lists>Curves. When selected, the curves list will open as a separate tab<br />

and the CIA will show the graphical output of the first curve in the list.<br />

You can scroll through the list using the [Next] and [Last] keys, or you can specify a curve in the<br />

command line.<br />

• {Curve} [9] [0] [4] [Enter] - selects curve 904 from the list and displays its shape in the<br />

CIA.<br />

272 <strong>Ion</strong> Operations Manual


Creating and Editing Curves<br />

Creating a Curve<br />

When you have opened the curves display (see About Curves, page 272), you can select a curve<br />

or create a new curve by pressing:<br />

• {Curve} [x] [Enter]<br />

If the curve is already stored, the contents are displayed in the CIA. If this is a new curve, a linear<br />

curve is displayed.<br />

Pre-established Curve<br />

New Default (linear) Curve<br />

23 Storing and Using Curves 273


Editing Curves<br />

Using the Keypad<br />

Once selected and displayed in the CIA, you can edit a curve from the keypad. Points are<br />

established in increments of five. You can add more points from the keypad.<br />

• [3] [At] [1] [Enter] - adds control input point “3” and sets its curve level at 10%.<br />

• [7] [7] [At] [Full] [Enter] - adds control input point “77” and sets its curve level at full.<br />

You can specify points and adjust their levels in the command line or you may use the keys below<br />

to alter the curve:<br />

• [Page ] - selects the next fade completion point.<br />

• [Page ] - selects the previous fade completion point.<br />

• [Level Wheel] - adjusts the output level of the selected point.<br />

• [Page ] - raises the selected point’s output by 1%.<br />

• [Page ] - lowers the selected point’s output by 1%.<br />

• [Full] - sets the selected point’s output to full.<br />

• [Out] - sets the selected point’s output to zero.<br />

• [At] [+][+]- raises the selected point by the amount for +% established in setup.<br />

• [At] [-][-]- lowers the selected point by the amount for -% established in setup.<br />

Using the curve display<br />

Once a curve is displayed in the CIA, you can press {Edit} to edit the curve in the editor display.<br />

In the curve editor you can trace the desired shape of the curve using the mouse on the screen. As<br />

you progress through drawing the curve, intensity values will be added for existing points on the<br />

curve. If you add points to the curve (from the keypad) those points will be adjusted as well.<br />

You can also toggle between an “interpolated” or “stepped” curve shape. <strong>Ion</strong> defaults to<br />

“interpolated”. To switch to “stepped”, press the {Stepped} softkey. Once pressed, this softkey<br />

changes to {Interpolated}, which allows you to switch back.<br />

Below are two examples of the same curve. The first is interpolated and the second is stepped.<br />

Clearing the curve<br />

Interpolated Curve Stepped Curve<br />

At any time, you can clear a curve from the curve editor display by pressing the {Clear} softkey.<br />

This will return the curve to its original linear shape or to its default shape if it is a pre-established<br />

curve.<br />

274 <strong>Ion</strong> Operations Manual


Applying a Curve<br />

To Channels In Patch<br />

Curves can be applied to any intensity parameter in patch. Once added, the curve number appears<br />

in the channel’s “Curve” column of the patch display.<br />

• [Displays] {Patch} {Attributes} [1] {Curve} [9] [0] [1] [Enter] - applies curve 901 to<br />

channel 1 intensity.<br />

• [Displays] {Patch} {Attributes} [2] [Thru] [8] {Curve} [2] [Enter] - applies curve 2 to<br />

intensity for channels 2 thru 8.<br />

• [Displays] {Patch} {Attributes} [1] {Curve} [At] [Enter] - removes the curve from<br />

channel 1.<br />

To Cues<br />

Curves can also be applied to cues or cue parts in Live/Blind. This affects the percent completion of<br />

the cue or part by applying the curve’s output level as the percent completion for all fade<br />

calculations. Once added to a cue, the curve number appears in the cue’s “Curve” column of the<br />

cue list in the playback status display.<br />

• [Cue] [5] {Curve} [4] [Enter] - applies curve 4 to cue 5.<br />

• [Cue] [4] [/] [6] [Thru] [9] {Curve} [9] [0] [6] [Enter] - applies curve 906<br />

to cues 4/6 through 4/9.<br />

• [Cue] [5] {Curve} [At] [Enter] - removes any curve from cue 5.<br />

• [Cue] [8] [Part] [3] {Curve} [6] [Enter] - applies curve 6 to part 3 of cue 8.<br />

Delete a Curve<br />

While in the curve display, you can delete a curve in the following ways:<br />

• [Delete] {Curve} [3] [Enter] [Enter] - deletes curve 3 from the list.<br />

• [Delete] {Curve} [9] [0] [1] [Enter] [Enter] - since curve 901 is a pre-established<br />

curve, this command will return curve 901 to its default state, thereby removing any<br />

edits to it.<br />

• [Delete] [Enter] - deletes the currently selected curve.<br />

23 Storing and Using Curves 275


276 <strong>Ion</strong> Operations Manual


Chapter 24<br />

Using Show Control<br />

<strong>Ion</strong> supports MIDI Show Control, MIDI and SMPTE Time Code, Serial (RS-232) commands, Analog<br />

Inputs and Relay Outputs, and Real Time Clock (RTC).<br />

This chapter contains the following sections:<br />

• About Show Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .278<br />

• Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .278<br />

• Time Code. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .280<br />

• Real Time Clock (RTC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .282<br />

• Analog Inputs and Relay Outputs . . . . . . . . . . . . . . . . . . . .283<br />

• MIDI Show Control. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .283<br />

• Serial (RS-232) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .286<br />

24 Using Show Control 277


About Show Control<br />

The <strong>Ion</strong> Show Control system is made up of MIDI Show Control, Serial (RS-232), Time Code (MIDI<br />

or SMPTE), Analog Inputs and Relay Outputs, and Real Time Clock (RTC).<br />

MIDI Show Control and Serial require minimal setup from <strong>Ion</strong> and will be discussed at the end of<br />

this chapter. Time Code, Analog Inputs, and RTC require the use of the Show Control Display,<br />

which is accessed by pressing [Displays]>{Record Target Lists}>{Show Control Display}. The<br />

Show Control Display allows for the creation of event lists.<br />

Setup<br />

<strong>Ion</strong> provides user-definable settings for show control which can be accessed by pressing<br />

[Displays]>{Setup}>{Show}>{Show Control}. For more information, see Show Control, page 98.<br />

Events<br />

An event consists of a time or address, and an action. An event plays back (or “fires”) when the<br />

clock reaches or passes the specified event time, or an input is seen on an address. Multiple events<br />

can be fired at the same time.<br />

<strong>Ion</strong> supports three event actions: run a cue, control a submaster, and fire a macro. Cues can be run<br />

from any cue list and will play on their assigned fader. Submasters can be bumped, turned on, or<br />

turned off. Submasters do not have to be assigned to a fader. Macros execute without interaction<br />

with the command line. If another macro is fired before the first macro completes, the first macro will<br />

finish its action before the second is started.<br />

Internal vs. External Time<br />

The <strong>Ion</strong> Show Control system makes use of two timing sources, internal and external. The different<br />

protocols use internal and external clocks in different ways.<br />

Time Code (MIDI or SMPTE) normally requires timing information from an input source, like a show<br />

control gateway. <strong>Ion</strong> can receive MIDI Time code via the MIDI input on the rear of the console. This<br />

timing source is referred to as external time, since it is coming from a source external to <strong>Ion</strong>.<br />

If the external time source stops for any reason, each Time Code event list within <strong>Ion</strong> has an internal<br />

timing source which will assume control, if enabled. This internal timing source requires three<br />

pieces of information to determine how to generate its timing: first time, last time, and frame rate.<br />

When the internal clock reaches the last time, it will reset to the first time and continues running.<br />

Although external timing may run faster or slower than real time, the internal clock runs only at real<br />

time.<br />

Analog uses external time only.<br />

Real Time Clock uses internal time only. Since that timing information doesn't come to <strong>Ion</strong> from an<br />

external source, it is important that all the correct information for time zone, latitude, and longitude<br />

are properly setup in the Eos Configuration Utility.<br />

278 <strong>Ion</strong> Operations Manual


Programming an Event List<br />

Getting started with an event list is the same regardless for which Show Control protocol you are<br />

using.<br />

To program an event list in <strong>Ion</strong>, you first must open the show control display. Go to:<br />

• [Browser]>{Record Target Lists}>{Show Control Display}<br />

Create an event list by specifying it in the command line. This display follows the “Cue List/<br />

Cue” structure in calling out Event Lists/Events.<br />

• [1] [/] [Enter]<br />

Specify what the list will respond to (MIDI, SMPTE, Analog, or RTC).<br />

• [1] [/] {Type} {MIDI} [Enter]<br />

Define the group or source.<br />

• [1] [/] {Source} [8] [Enter]<br />

Activate the internal and/or external timing functions (see Internal vs. External Time, page<br />

278). These functions are toggle on/off states.<br />

• [1] [/] {Internal} {External} [Enter]<br />

When defining an event list it is feasible to enter multiple commands in the same command line.<br />

This can speed your programming of an event list. For example:<br />

• [2] [/] {Type} {MIDI} {Source} [5] [Enter]<br />

Once the list is created, you will then need to create the specific events. Those steps will vary<br />

depending on what protocol is being used.<br />

24 Using Show Control 279


Time Code<br />

<strong>Ion</strong> has time code functionality based on a timing source and a list of events that execute at specific<br />

times of that timing source. You can compile event lists and have them play back later while<br />

following a timing source.<br />

Time code lists can receive timing data from either SMPTE or MIDI sources. <strong>Ion</strong> accepts up to 32<br />

SMPTE sources and 32 MIDI Time Code (MTC) sources (each are numbered from 1-32).<br />

Enabling Time Code<br />

<strong>Ion</strong> has global enablers for MIDI Time Code and SMPTE. These are found in Setup, Show Control,<br />

page 98.<br />

If the MIDI Time Code setting is disabled, all MTC event lists are disabled as well. If enabled, all<br />

MTC lists are enabled. The same is true for SMPTE.<br />

Timing Data<br />

Timing data is given in the form of (hours) : (minutes) : (seconds) : (frames). Therefore a timing<br />

value of 06:25:15:20 would be 6 hours, 25 minutes, 15 seconds, 20 frames.<br />

The number of frames per second is determined by the timing source and the event list must be set<br />

to this same number of frames when programming. Number of frames can be 24, 25, or 30.<br />

Color coding<br />

The color of the time in the “Status” column of the event list display indicates the source of the<br />

timing data. The colors and indications are:<br />

Green - Valid external timing is being received.<br />

Red - The internal clock is the data source and is running.<br />

Grey - No timing data is available.<br />

280 <strong>Ion</strong> Operations Manual


Enabling the Clocks<br />

The internal and external clocks can be enabled separately for each time code list. If you enable the<br />

external clock only, events will play back as long as valid timing data is received. When the timing<br />

data stops, the events will stop.<br />

When you enable the internal clock only, it starts running immediately and triggers events<br />

appropriate to the time.<br />

When both internal and external clocks are enabled, the internal clock does not start running until<br />

the first valid external time is received. After that, it will run whenever the external time source is<br />

absent.<br />

Loop times<br />

First and last times define the overall loop. Times can be set anywhere from 00:00:00:00 to<br />

23:59:59:29. When external time is being received, <strong>Ion</strong> ignores these times. However, you should<br />

still set them to match whatever loop times the external clock is using.<br />

Internal clock<br />

You can set the internal clock at any time by pressing [Time] and entering a time.<br />

Programming a Time Code Event<br />

Define the first time and last time for the event list (times are given as 00:00:00:00).<br />

• [1] [/] {FirstTime} [2] [0] [1] [5] {LastTime} [2] [0] [4] [5] [1] [5] [Enter]<br />

Specify the number of frames per second (FPS) used by the timing source (24, 25, or 30).<br />

• [1] [/] {FrameRate} [2] [5] [Enter]<br />

Specify the timing for the event.<br />

• [4] [Time] [2] [1] [4] [5] [1] [6] [Enter]<br />

Now create the events that the list will trigger.<br />

• [1] [Cue] [2] [Enter]<br />

• [2] [Cue] [3] [Enter]<br />

• [3] [Sub] [5] [Enter]<br />

You can also add or remove frames from events.<br />

• [1] [Thru] [5] [Time] [+] [5] [Enter]<br />

Depending on your time settings, <strong>Ion</strong> will look for an input time (or start its own internal<br />

clock) and events will play back at their specified times.<br />

Learn Mode<br />

If you specify an event list in the command line, you can press the [Learn] hardkey to activate learn<br />

mode for that list. When in learn mode, an event is created with the current list time whenever a cue<br />

is activated, a submaster bump is pressed, or a macro is run.<br />

If [Learn] is pressed while viewing any other screen than the show control display an empty event<br />

will be placed on all event lists that are in learn mode.<br />

Multiple time code lists can be in learn mode simultaneously, each with their individual times.<br />

Execution While Editing<br />

If the internal or external clock is running, events will fire, even if you are in the edit screen. As soon<br />

as an event is created, the event list is resorted and the new event is eligible for playback.<br />

24 Using Show Control 281


Real Time Clock (RTC)<br />

<strong>Ion</strong> has the ability to run Real Time Clock (RTC) events. RTC events are used to run a cue,<br />

submaster, or macro at a specific time on specific days. RTC events can run at a certain time of<br />

day, like 5:00pm on Tuesdays, a certain date, or at a time based off of astronomical events, such<br />

as sunrise and sunset.<br />

Enabling Real Time Clock<br />

RTC is enabled or disabled in Setup. See Show Control, page 98 for more information.<br />

For RTC events to work properly, time zone, latitude, and longitude should all be setup correct.<br />

Those settings are found under the General tab in the Eos Configuration Utility. For more<br />

information see General Settings, page 296.<br />

Real Time Clock Events<br />

RTC events are created using the Show Control Display. RTC events consist of a time field, a day<br />

or date field, and an action. Time for RTC events can be specified as local time or as time relative<br />

to the astronomical events, sunrise and sunset. Local time is displayed in the 24 hour format. For<br />

example, if you want an event to run at 2:50pm, you would need to set it for 14:50.<br />

Programming Real Time Clock Events<br />

Define the Time and Data for each event.<br />

• [1] [Time] [1] [5] [0] [0] {Days} {Mon} {Wed} {Fri} [Enter] - sets the time for 3:00pm<br />

on Mondays, Wednesdays, and Fridays.<br />

• [2] [Time] {Before Sunset} [3] [0] {Days} [1] [+] [2] [+] [3] [+] [6] [Enter]- sets the<br />

time for 30 minutes before sunset.<br />

• [3] [Time] {After Sunrise} [6] [0] {Date} [3] [0] {Month} [1] [0] {Year} [2] [0] [0] [8]<br />

[Enter]- sets the time for an hour after sunrise on October 30, 2008.<br />

Note:<br />

Days of the week can either be entered in from their softkeys, or you can enter<br />

them in from the keypad. Monday is 1.<br />

Creating the action for each event is the same as Time Code.<br />

• [3] [Cue] [1][2] [Enter]<br />

282 <strong>Ion</strong> Operations Manual


Analog Inputs and Relay Outputs<br />

Analog Inputs<br />

Analog inputs are available on the <strong>Ion</strong>.Each analog event in the event list consists of a port address<br />

and an action. There is a global enable for all analog inputs in Setup, see Show Control, page 98.<br />

You will also need to configure set the group and address for the port. See Contact Closure (remote<br />

trigger connector), page 305.<br />

Analog Input Events<br />

Analog Input events fire when the analog input passes a certain level. Action types supported are<br />

the same as Time Code; run a cue, control a submaster, and fire a macro.<br />

Create an Analog Input Event where an input on address 1 will fire Cue 10.<br />

• [4] [/] [1] {Address} [1] [Cue] [1] [0] [Enter]<br />

If you select the submaster option, you will have an additional option of fader, which will map the 0-<br />

10v input to the level of a specified submaster.<br />

Relay Outputs<br />

Relay outputs are available on the <strong>Ion</strong>. Relay outputs are also often called remote triggers, contact<br />

closures, or contact outputs. To configure, see Relay Out (remote trigger connector), page 305.<br />

Relay outputs are controlled by external links in cues. See Using the Execute List, page 164.<br />

MIDI Show Control<br />

<strong>Ion</strong> has two MIDI ports on the rear of the console. For configuring the ports. see MIDI, page 305.<br />

Data Sources<br />

MIDI Show Control (MSC) receives data from a MIDI input source. There are 32 available MIDI<br />

sources, numbered 1-32. MIDI consists of many types of data, but MSC looks only at MSC data.<br />

Other MIDI transmitted data is ignored by MSC.<br />

MIDI Show Control Devices<br />

MIDI Show Control data carries a device ID within the data packet. MSC setup allows for the<br />

specification of two device IDs: one for reception and one for transmission.<br />

Only MSC data with the correct receive device ID, or an ALL CALL ID, will be interpreted by <strong>Ion</strong>.<br />

All outgoing MSC data contains the specified transmit device ID within.<br />

24 Using Show Control 283


<strong>Ion</strong> Command Interpretation<br />

When <strong>Ion</strong> receives a command from a MIDI source, it will look for and support the following MIDI<br />

commands in the following ways:<br />

• Go Runs a cue<br />

• Stop Pauses a cue<br />

• Resume Resumes a paused cue<br />

• Set Controls a submaster, playback, or grandmaster<br />

• Fire Runs a macro<br />

The cue-related commands (go, stop, resume) affect <strong>Ion</strong> based on the cue and list fields also<br />

contained within the MSC data. Cue and list fields will correspond directly to the <strong>Ion</strong> cues and cue<br />

lists. In the command/effect tables below, if a field is present in the MSC data, the name is indicated<br />

(such as “Cue” or “List”). If it is not present in the data, a “-” is indicated. For example, “Cue -”<br />

implies that a cue is specified in the data, but not a list.<br />

Go<br />

When accompanying a MIDI “Go” command, data for the following fields will result in the following<br />

effects:<br />

Stop<br />

When accompanying a MIDI “Stop” command, data for the following fields will result in the following<br />

effects:<br />

Resume<br />

Cue Data<br />

Field<br />

List Data<br />

Field Effect<br />

Cue List Runs the specified cue in the specified cue list<br />

Cue - Runs the specified cue in the default cue list<br />

- List Runs the next cue in the specified list<br />

- - Runs the next cue in the default cue list<br />

Cue Data<br />

Field<br />

List Data<br />

Field Effect<br />

Cue List Stops the specified cue & list (if running)<br />

Cue - Stops the running cue from the default cue list<br />

- List Stops the current cue from the specified list<br />

- - Stops all cues<br />

When accompanying a MIDI “Resume” command, data for the following fields will result in the<br />

following effects:<br />

Cue Data<br />

Field<br />

List Data<br />

Field Effect<br />

Cue List Resumes the specified cue & list (if stopped)<br />

Cue - Resumes the specified cue in the default cue list<br />

- List Resumes the current cue in the specified list<br />

- - Resumes all stopped cues<br />

284 <strong>Ion</strong> Operations Manual


Set<br />

The “Set” command allows MSC to control potentiometers using both a numeric control number<br />

(which specifies the potentiometer) and a data field (which controls the level: 0-100). Control values<br />

are as follows:<br />

Accompanying any of these indications in the MSC data, a numeric value of 0-100 would set the<br />

specified potentiometer to that level.<br />

All other control values are ignored.<br />

Fire<br />

Control<br />

Value Indication<br />

1-127 Submaster 1-127<br />

128 Primary playback in<br />

129 Primary playback out<br />

510 Grandmaster<br />

This command fires a macro. MSC supports macros 1 through 127 only. Therefore a numeric value<br />

of 1 - 127 would accompany this command.<br />

24 Using Show Control 285


Serial (RS-232)<br />

The serial interface allows RS-232 commands to be sent to <strong>Ion</strong> through <strong>Ion</strong>’s serial port.<br />

Enabling Serial<br />

Receiving serial commands can be enabled in Setup, see Show Control, page 98. Serial is enabled<br />

by default. You will also need to tell the console which serial group(s) that it will be listening to.<br />

Serial Commands<br />

All text will be stored until a carriage return, a “\r” or “#”, is encountered to show the end of the<br />

command. The carriage return will act as the [Enter] key for the command line. If the text begins<br />

with a “$”, the text that follows until the carriage return will be sent to the command line for user 0<br />

and processed as if that user had typed it. For example:<br />

• $ Chan 1 Thru 10 At Full /r – sets channels 1 through 10 to full manually.<br />

All other text that doesn’t start with a “$” will be sent to the <strong>Ion</strong> event handler. Here are a few<br />

examples:<br />

• Go 1 – fires playback 1<br />

• Cue 1 2 – run cue 2 from list 1, on the appropriate fader<br />

• Cue 1 – fire pending cue from list 2<br />

• GoCue0 1 – clear playback 1 (fires cue 0)<br />

• Release 1– release playback 1<br />

• Off 1 – turn playback 1 off<br />

• Resume 1 – resume playback 1<br />

• Assert 1 – assert playback 1<br />

• Stop 1 – stop playback 1<br />

• Stop Cue 1 2 – stop cue 2 from list 1 if it is running<br />

• Stop – stops all<br />

• Resume Cue 1 2 –resume cue 2 from list 1 if it is stopped<br />

• Resume – resumes all<br />

• SubAssert 1 – assert submaster 1<br />

• SubUnload 1– unload sub 1<br />

• SubDown 5 - presses sub 5’s bump button down<br />

• SubUp 5 – releases sub 5’s bump button<br />

• SubMove 1 50 - sets sub 1 to 50<br />

• PlaybackMove 1 50 - sets playback 1 to 50 percent<br />

• Grandmaster 1 100 - set Grandmaster 1 to full (there’s currently only 1 Grandmaster)<br />

• Macro 1 - fires Macro 1<br />

Note:<br />

Text requires a carriage return to terminate the command line.<br />

286 <strong>Ion</strong> Operations Manual


Chapter 25<br />

Multiple Users<br />

<strong>Ion</strong> can be set to act as a separate user from other consoles on the <strong>Ion</strong> system, or it can be set to<br />

act as the same user as another console. This is done by changing the user ID.<br />

This chapter contains the following sections:<br />

• About User ID. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .288<br />

• Assigning User ID . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .288<br />

25 Multiple Users 287


About User ID<br />

When multiple users are on the Eos or <strong>Ion</strong> network, they can all act as one combined user, as all<br />

separate users, or any of the varying degrees between.<br />

Any <strong>Ion</strong> console, RPU, Eos console, RVI or client PC can be a separate user on the Eos/<strong>Ion</strong><br />

network. Certain Eos/<strong>Ion</strong> devices work well as independent users while others are intended to<br />

share a user ID with another device. For example, consoles and RPUs are likely candidates for<br />

working with a unique user ID while RVIs and client PCs can be useful sharing an ID with another<br />

device to track programming information from a second location.<br />

Eos/<strong>Ion</strong> devices sharing User IDs will share certain data, while those with different IDs will not.<br />

Below are the differences in multi-console data depending on User ID.<br />

Data shared between Eos/<strong>Ion</strong> devices with the same User ID<br />

• command line<br />

• null channels in live<br />

• selected channels<br />

• filters<br />

• selected cue<br />

• live/blind mode<br />

• setup>desk settings<br />

Data specific to the Eos/<strong>Ion</strong> device, regardless of User ID<br />

• current slider page<br />

• current encoder page<br />

• focus on displays without command line<br />

• display configuration (layout, format, visible parameters, flexichannel)<br />

• paging without changing selected target or channels<br />

Data identical between all Eos/<strong>Ion</strong> devices, regardless of User ID<br />

• all stage levels and edits<br />

• all data stored in the show file<br />

• playback, sub and grandmaster contents and progress<br />

The default User ID for any Eos/<strong>Ion</strong> device is 1. You may change this based on your preference to<br />

allow/restrict the functionality described above.<br />

Assigning User ID<br />

User ID can be defined in setup (see {Displays}, page 103).<br />

When multiple programmers are working on an <strong>Ion</strong> system, partitioned control can be used to<br />

restrict a specific user’s access to certain channels. This can help avoid overlapping control of<br />

channels by multiple programmers at once.<br />

For more information on partitioned control, see Using Partitioned Control, page 289.<br />

288 <strong>Ion</strong> Operations Manual


Chapter 26<br />

Using Partitioned Control<br />

Partitioned control allows discrete control and programming of channels between multiple<br />

programmers. Partitions can restrict access to specific channels by a particular user.<br />

This chapter contains the following sections:<br />

• About Partitioned Control. . . . . . . . . . . . . . . . . . . . . . . . . . .290<br />

• Setting Up Partitioned Control . . . . . . . . . . . . . . . . . . . . . . .290<br />

• Partition List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .290<br />

• Creating New Partitions . . . . . . . . . . . . . . . . . . . . . . . . . . . .291<br />

• Using Partitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .292<br />

26 Using Partitioned Control 289


About Partitioned Control<br />

When multiple programmers are working on an <strong>Ion</strong> system, partitioned control can be used to<br />

restrict a specific user’s access to certain channels. This can help avoid overlapping control of<br />

channels by multiple programmers at once.<br />

Channels can be included in more than one partition.<br />

Partitions only affect which channels a user has access to. They do not affect playback. As cue<br />

attributes are shared, in most instances programmers using different partitions will choose to store<br />

into different cue lists.<br />

How to Use Partitions<br />

The primary use of partitioned control is to allow more than one programmer to work on a show file<br />

at the same time without the risk of one user storing data for another user’s partitioned channels.<br />

The most common example of this situation is when one user is programming moving lights while<br />

another user programs conventional fixtures. Partitioned control allows these users to divide the<br />

channels between them so they may work simultaneously. If one user stores data using [Record]<br />

or [Record Only], partitioned control will guarantee that only data for their partitioned channels will<br />

be stored. Data for channels not in the partition will be ignored when any store commands are<br />

performed.<br />

Setting Up Partitioned Control<br />

Partitioned control is enabled or disabled in show settings (see Show Settings, page 95). Partition<br />

defaults to “Disabled”. Enabling or disabling partitioned control is a systemwide setting, so all<br />

consoles on the network will adhere to the setting.<br />

Partition List<br />

To view the partition list, click the {Partitions} button in Show Settings. This display lists all existing<br />

partitions. There are four pre-programmed partitions in <strong>Ion</strong>, they are:<br />

• Partition 0 - No channels and no fader control. This is the default for all users when partitioned<br />

control is enabled for the first time on a show. To gain control, you must select a different<br />

partition.<br />

• Partition 1 - All channels. Allows the user access to all channels.<br />

• Partition 2 - Single Parameter Channels. Allows the user access to only channels with a<br />

single parameter.<br />

• Partition 3 - Multiple Parameter Channels. Allows the user access to only channels with<br />

multiple parameters.<br />

To select a partition in the list, enter it in the command line.<br />

• [Partition] [2] [Enter]<br />

If partitioned control is enabled, this will now be your assigned partition.<br />

290 <strong>Ion</strong> Operations Manual


Creating New Partitions<br />

To create a new partition, press:<br />

• {Partition} [x] [Enter] - where “x” is a number that does not yet exist in the partition list.<br />

This will create a new partition, highlight it in the list, and (if partition is enabled) assign it as your<br />

partition.<br />

To assign channels to that partition, enter them in the command line:<br />

• [1] [Thru] [9] [6] [Enter]<br />

You can also use [+], [-], and [Group] to further modify the channels in the partition. When adding/<br />

subtracting channels to a partition, if you do not use [+] or [-] before channel numbers, the numbers<br />

will replace the channels in the partition, rather than adding to or subtracting from them. This<br />

overwriting does require a confirmation (if enabled in setup).<br />

When you are finished, you can press {Done} to return to the setup screen.<br />

Deleting Partitions<br />

To delete any partition, simply type the syntax in the command line:<br />

• [Delete] {Partition} [5] [Enter] [Enter] - deletes partition 5 from the list.<br />

Preprogrammed partitions cannot be deleted.<br />

26 Using Partitioned Control 291


Using Partitions<br />

When partitions are enabled and a partition is selected, you may only record data for the channels<br />

included in the partition, with the exception of parking and unparking channel parameters or playing<br />

back cues. If you try to control a channel that is not in your partition, you must confirm that you want<br />

to control that channel. You will not, however, be able to store information for that channel.<br />

If you select a range of channels and set them to a level and some of those channels are not<br />

included in the partition, you must confirm the command. After which, the command will be allowed<br />

on the channels not in the partition<br />

When you record a target (cue, preset, palette), only those channels that are partitioned to you are<br />

recorded. Other programmers’ record actions to the same target can add to it (they do not replace<br />

it) unless channels are shared. When shared, the last value provided at the point of the record<br />

action will be stored.<br />

Partitions in Playback<br />

In general, partitions do not affect playback. In <strong>Ion</strong>, how faders are configured and what is loaded<br />

to those faders is shared across all control devices.<br />

When cues are played back from any console, regardless of partitions, that cue will be played back<br />

in its entirety. This ensures that while partitions are used, any user can activate a cue and all users<br />

will see that cue played back on the system.<br />

To facilitate partitioned programming, <strong>Ion</strong> allows you to change the fader number of the master<br />

fader pair on any console. This allows you to have different cue lists on the master fader pair of any<br />

consoles on the network. Using this feature, programmers can work within their partitions, using the<br />

master fader pair for their specific cue list, without affecting the cue list that is loaded to the master<br />

fader of another console.<br />

Flexichannel in Partitioned Control<br />

When partitioning is enabled, a new flexi state, "Partitioned" is available as a softkey. When this is<br />

enabled, the flexi state is limited to only those channels defined in the current partition. This view<br />

may be further modified by use of the remaining flexi states.<br />

292 <strong>Ion</strong> Operations Manual


Appendix A<br />

Eos Configuration Utility (Eos Shell)<br />

Overview<br />

This appendix covers the Eos Configuration Utility (ECU) and<br />

its use. This is a component of the Eos Lighting Control System<br />

and is used for both system configuration and performing basic<br />

level test functions of your <strong>Ion</strong> console. These instructions<br />

illustrate how to use the utility, but do not specify what changes<br />

to make as these are based on your preferences and can be<br />

changed to suit your control needs.<br />

<strong>Ion</strong> uses the ECU for the same purposes as Eos. There is a section of the ECU dedicated solely to<br />

the <strong>Ion</strong> console. It grants you the ability to configure the DMX, MIDI, contact closure, and relay ports<br />

on the back of the console. For more information see <strong>Ion</strong>, page 305.<br />

What the Utility Does<br />

Here is a brief list of some of the actions that can be performed from the ECU.<br />

• Configure the IP address of the console<br />

• Configure the services to provide IP addresses to other devices<br />

• Configure the monitors<br />

• Set the date, time, time zone, and location<br />

• Change the system language or the alphanumeric keyboard layout<br />

• Choose to boot the console in Primary, Client, Backup or Offline mode<br />

• Perform a simple button and encoder response test<br />

• Update software<br />

• Save log files<br />

• Deep clear the system<br />

• Backup show files<br />

• Using the file manager<br />

A Eos Configuration Utility (Eos Shell) 293


Eos Configuration Utility Reference<br />

During the boot process, a countdown timer will appear near the <strong>Ion</strong> logo. There are two ways that<br />

you can force the console to boot into the utility instead of the main console application. You can<br />

either click with a mouse the countdown timer itself or you can hold down “e”, “o” and “s” at the<br />

same time on a connected alphanumeric keyboard. You have 5 seconds to do either one if you want<br />

to go directly to the configuration utility.<br />

Otherwise, you can always enter the ECU from the <strong>Ion</strong> application by choosing Browser>Exit <strong>Ion</strong>.<br />

Starting Screen<br />

Clicking Primary will<br />

start the console in<br />

Primary mode<br />

Clicking Client assigns<br />

this console as a client.<br />

Clicking Offline will put<br />

the console in offline<br />

mode and will not interact<br />

on the network with other<br />

devices.<br />

This is the starting screen of the utility. From here you can choose to boot the console in one of<br />

several different modes, change various settings, or shutdown the console.<br />

Primary<br />

This is the mode for using a single console on a network. On a system with multiple consoles, the<br />

primary is the console that client and backup consoles synchronize with, making it the source of all<br />

information a client or backup console sees on the network.<br />

Primary mode can be run on Eos, <strong>Ion</strong>, and RPUs (Remote Processor Unit).<br />

Client<br />

<strong>Ion</strong> Welcome Screen / Eos Configuration Utility entry point<br />

Clicking Backup will assign this console<br />

as a backup to a processor in Primary<br />

mode.<br />

Clicking Settings will take you to the<br />

settings and screens of the Eos<br />

Configuration Utility (ECU) described<br />

below.<br />

Clicking Shutdown will shutdown the <strong>Ion</strong><br />

console after a confirmation.<br />

A device set to client mode can act as a remote controller or remote video station for a system. A<br />

client device cannot output to the lighting system. Only a primary or backup processor can do this.<br />

User ID determines some interaction between the client and the primary console. If the client and<br />

the primary console have the same User ID, they will act as one. If they have different User IDs,<br />

they will have separate command lines.<br />

Client mode can run on Eos, <strong>Ion</strong>, RPUs, RVIs, and personal computers with the client dongle.<br />

294 <strong>Ion</strong> Operations Manual


Backup<br />

Backup mode requires a primary console be online to synchronize. Once this is done, a backup<br />

console intakes all show data for use in the event that it needs to assume control of the lighting<br />

system.<br />

The main difference between backup and client modes is what happens in the event of primary<br />

processor failure. If the primary fails, a backup will automatically ask if you want it to take control as<br />

the master of the system or if you want to troubleshoot the problem.<br />

User ID determines some interaction between the backup and the primary console. If the backup<br />

and the primary have the same User ID, they will share the same command line. If they have<br />

different User IDs, they will have independent command lines.<br />

Backup mode can be run on <strong>Ion</strong> consoles and <strong>Ion</strong> RPUs (Remote Processor Unit). For more<br />

information on <strong>Ion</strong> backup systems, see Multi-console and Synchronized Backup, page 307.<br />

Offline<br />

Offline mode puts the software in a state where there is no network activity, no control, no<br />

connections with other consoles or any other network devices.<br />

This mode is primarily intended for offline editing of a show file.<br />

Offline mode can be run on Eos, <strong>Ion</strong>, RPUs, RVIs, and personal desktop or portable computers.<br />

A Eos Configuration Utility (Eos Shell) 295


General Settings<br />

Device Name<br />

This specifies the name the <strong>Ion</strong> console will use to identify itself on the network to other devices.<br />

Examples might be Booth Console and Tech Table.<br />

Time<br />

The time the console is using. This can be set manually (direct data-entry) or via SNTP (Simple<br />

Network Time Protocol) time service. Please see Network Settings, page 299 for more information.<br />

The time is displayed in a 24-hour format as HH : MM : SS.<br />

Date<br />

The date the console is using. This can be set manually (direct data-entry) or via SNTP (Simple<br />

Network Time Protocol) time service. Please see Network Settings, page 299 for more information.<br />

The time is displayed as MM / DD / YYYY.<br />

Time Zone<br />

The time zone the console is using. This is an offset from Greenwich Mean Time (GMT). Each<br />

setting in the pull-down list displays the offset, the name of the time zone and a couple of cities in<br />

that time zone.<br />

Language<br />

If you do have a USB keyboard attached, you<br />

can use either keyboard for the data-entry.<br />

When you click on a field to change the<br />

entry, an appropriate keyboard (numbers<br />

only vs. full alphanumeric) will pop-up to<br />

provide a data-entry method even without a<br />

keyboard connected to the console.<br />

Allows you to select the display language of <strong>Ion</strong>. Choices are English, German, French, Spanish,<br />

Turkish, Italian, Russian, Japanese, and Chinese.<br />

296 <strong>Ion</strong> Operations Manual


Keyboard<br />

Allows you to select the language for the alphanumeric keyboard within <strong>Ion</strong>. Options are English,<br />

German, Italian, Swiss, Norwegian, Turkish, Czech, and Russian.<br />

Show Welcome Screen<br />

When this is checked, the Eos console will boot into the Configuration Utility every time instead of<br />

booting directly into the main Eos application.<br />

Backup Auto Switch<br />

Switches to the backup automatically if the primary should go offline.<br />

Show Archive Path<br />

This is the default location to save show files. The full path must be typed in and specified in a legal<br />

Windows format. The default location is a folder on the D: drive.<br />

If you decide to change this setting, it is recommended that you keep this location on the D: drive.<br />

This will keep show files safe during software updates that may include re-imaging the C: drive.<br />

Share Show Archive<br />

Checking this box will enable you to share the show archive folder on the console with another<br />

console or computer.<br />

Latitude<br />

Allows you to select the latitude the console is using.<br />

Longitude<br />

Allows you to select the longitude the console is using.<br />

A Eos Configuration Utility (Eos Shell) 297


External Monitor Arrangement<br />

The number on the<br />

monitors matches the<br />

number of the video port<br />

on the rear of the console.<br />

<strong>Ion</strong> allows for up to two monitors. The first time <strong>Ion</strong> boots with two monitors, it may not display<br />

output to both. You will need to configure the monitors in {External Monitor Arrangement} under<br />

{General} in the ECU.<br />

To configure dual monitors:<br />

Step 1: Click an available monitor once to select it. The monitor will now be outlined in yellow.<br />

Step 2: Click on the open left position under Monitor Arrangement. The second monitor will<br />

drop down into the open left position.<br />

Step 3: Click on {Apply}.<br />

Step 4: Click on {Accept} on the General screen.<br />

Once you launch the <strong>Ion</strong> application, you will then have displays on both the monitors.<br />

<strong>Ion</strong> Software Update<br />

Available<br />

Selected<br />

This option is used to update the software of the <strong>Ion</strong> console itself. It does not affect or update the<br />

software in any other networked device such as a Net3 Gateway.<br />

When you click on {Software Update}, the <strong>Ion</strong> console looks at the root directory of any connected<br />

USB drive for an <strong>Ion</strong> console software update file.You will be shown the names of any updater files<br />

found on the drive. Select the file you would like to install and click the {Install} button, or click<br />

{Cancel}.<br />

You will also receive a message if no software update file can be found.<br />

298 <strong>Ion</strong> Operations Manual


Network Settings<br />

<strong>Ion</strong> Console IP Settings<br />

This is where you specify the IP<br />

address to be used by this<br />

console (manually) or how it<br />

acquires an IP address<br />

(dynamically via a DHCP<br />

server or a link-local address).<br />

Net3 Services Settings<br />

These are settings for the<br />

network services that may be<br />

running on your <strong>Ion</strong> console.<br />

If you are unable to enable<br />

them, they are not currently<br />

installed on this console.<br />

Network Adapter<br />

This reports if the network adapter is “Online” (configured, connected to a network and operational).<br />

It reports as “Offline” if any one of the above conditions is not true.<br />

Protocols<br />

This is for selecting which protocols the console will output and which ones are included in the<br />

default.<br />

ACN Priority<br />

This sets the control priority for ACN data from this console. The valid range for this setting is 1<br />

(lowest) to 200 (highest). This is the reverse of <strong>ETC</strong>Net2.<br />

<strong>ETC</strong>Net2 Priority<br />

This sets the control priority for <strong>ETC</strong>Net2 data from this console. The valid range for this setting is<br />

20 (lowest) to 1 (highest). This is the reverse of ACN.<br />

Local DMX<br />

This enables DMX output from the local ports on an <strong>Ion</strong> console.<br />

Avab UDP<br />

This sets the subnet for Avab UDP data from this console. The valid range for this setting is 0-9.<br />

ArtNet<br />

This sets the subnet for ArtNet data from this console. The valid range for this setting is 0-15.<br />

Enable Output in Offline Mode<br />

Checking this box allows for output in offline mode for use with a visualization program.<br />

A Eos Configuration Utility (Eos Shell) 299


Net3 Settings<br />

All settings in this section require a reboot of the console before they will take effect. If this section<br />

is greyed out, or you are unable to change any settings, you don’t have Net3 Services installed on<br />

your console.<br />

Enable Net3 Services<br />

Net3 Services are a suite of services that provide infrastructure support for a Net3/ACN network.<br />

Those services are a dynamic IP address server, a network time server and a file server. Each of<br />

these services are described below.<br />

Unchecking this box acts to disable all of the Net3 Services. Checking the box only enables<br />

services selected to be active.<br />

Enable Address Server<br />

Net3 Services uses a DHCP (Dynamic Host Configuration Protocol) address server. DHCP is a<br />

TCP/IP protocol that dynamically assigns an IP address to a network device when it requests one.<br />

This is a small and simple DHCP server that is intended to be used on non-routed networks. It will<br />

not serve IP addresses across a router.<br />

CAUTION:<br />

Clicking in the enable box will start the DHCP server in the <strong>Ion</strong> console. It will use the settings below<br />

to determine which IP addresses it gives out.<br />

• IP Address Pool - This sets the starting IP address of the range of IP addresses the DHCP<br />

server will give out.<br />

• Pool Size - This sets how many IP addresses the DHCP server will give out. A setting of 500<br />

means it will give out IP addresses to the first 500 devices that ask for an IP address.<br />

• Subnet Mask - This sets the logical network size vs. the device address. <strong>ETC</strong>’s default is<br />

255.255.000.000 (class B). This is the subnet mask that the DHCP server will give to network<br />

devices.<br />

• Gateway IP - This specifies the IP address of a router if one is present on your network. This<br />

is the gateway IP address that the DHCP server will send to network devices to use.<br />

If you are on a flat or non-routed network, the Gateway IP address should match the IP<br />

address of the device. In order to configure this DHCP server to send out matching gateway<br />

IP addresses, configure this gateway IP address to match the IP Address Pool field.<br />

Then the DHCP server will give out a gateway IP address that matches the IP address.<br />

Enable SNTP Time Server<br />

Clicking in the enable box will start the SNTP (Simple Network Time Protocol) service. You<br />

determine if the service is running as a client (receiving time messages) or as a server (sending<br />

time messages) during the installation process.<br />

Enable TFTP Server<br />

There should only be a single DHCP server active on a network. It is possible to<br />

start more than one DHCP server on a single network (nothing is built-in to DHCP<br />

servers to prevent this from happening). If this occurs, it will result in unstable<br />

conditions and possibly result in network communications failures.<br />

Clicking in the enable box will start the TFTP (Trivial File Transfer Protocol) server.<br />

• Root Path - This sets the directory where files are to be served through TFTP. This must be<br />

the full path to the directory, including drive letter. For example: C:\etc\nodesbin<br />

300 <strong>Ion</strong> Operations Manual


<strong>Ion</strong> IP Settings<br />

These are the settings that determine the method to get an IP address<br />

and/or the actual IP address information that <strong>Ion</strong> uses for network<br />

communication.<br />

Enable DHCP<br />

If DHCP is selected, the “in use” IP<br />

address information is displayed.<br />

Clicking in the enable box will set <strong>Ion</strong> to get its IP address dynamically<br />

from a DHCP server. While the console is starting, it will ask for an IP<br />

address from a DHCP server. If one responds, it will use the assigned IP address.<br />

If no DHCP server is available, <strong>Ion</strong> will default to a self-generated link-local IP address in the range<br />

of 169.254.x.y. The IP address used by <strong>Ion</strong> in this configuration may change dynamically as<br />

needed. A change should typically only occur when there are changes to the network configuration<br />

or to resolve an IP address conflict.<br />

Enabling or disabling the DHCP setting will require you to reboot <strong>Ion</strong> for the new setting to take<br />

affect.<br />

Note:<br />

IP Address<br />

If DHCP is disabled, you set the <strong>Ion</strong> IP address here. This is a static IP address and will remain set<br />

until changed by a user. <strong>Ion</strong> defaults to an IP address of 10.101.100.101.<br />

If DHCP is enabled, this field will display the IP address that is being used by the console (whether<br />

it is served via DHCP or a self-generated link-local IP address).<br />

Subnet Mask<br />

If DHCP is disabled, you set the <strong>Ion</strong> subnet mask here. This is a static setting and will remain set<br />

until changed by a user. <strong>Ion</strong>’s default subnet mask is 255.255.0.0.<br />

If DHCP is enabled, this field will display the subnet mask that is being used by the console<br />

(whether it is served via DHCP or a self-generated link-local IP address).<br />

Gateway<br />

If DHCP is disabled, you set the gateway IP address here. This is a static gateway IP address and<br />

will remain set until changed by a user. <strong>Ion</strong>’s default gateway is 10.101.100.101.<br />

If DHCP is enabled, this field will display the gateway IP address that is being used by the console<br />

(whether it is served via DHCP or a self-generated link-local IP address).<br />

Advanced Features<br />

Enable Sensor Feedback<br />

Clicking in the enable box will allow Eos to receive feedback over the network from a Sensor+<br />

rack.This option is “Enabled” by default. See About Address, page 250 for more information.<br />

Enable RDM<br />

You cannot set <strong>Ion</strong> to receive an IP address via DHCP and act as a DHCP server<br />

at the same time. It can either send dynamic addresses or receive them, but not<br />

both at the same time.<br />

Clicking in the enable box will allow Eos to perform RDM functionality including device discovery.<br />

See {Patch} Display and Settings, page 68 and About Address, page 250.<br />

A Eos Configuration Utility (Eos Shell) 301


Maintenance and Diagnostics<br />

Deep Clear<br />

{Deep Clear...} functions in much the same way that New does from the File menu or Reset<br />

System does from the Clear menu (both are found within the browser). A deep clear is<br />

automatically performed when new software is installed. Sometimes it is useful to perform a deep<br />

clear between updates.<br />

The advantage of deep clear is that you can clear all console data before reloading the console’s<br />

current state during boot. This is helpful if you are moving a new console onto the network and don’t<br />

want it to suddenly take control of a system or if you somehow end up with a corrupt show file that<br />

is causing issues upon boot.<br />

It’s worth noting that Deep Clear (like Reset System and File>New) does not reset any of the<br />

settings in the Eos Configuration Utility (ECU) like its operational mode or IP address settings.<br />

Everything in the ECU remains as it was last configured.<br />

Save Logs...<br />

Clicking on the {Save Logs...} button displays a dialog box prompting you to save the console log<br />

files for troubleshooting purposes. By clicking on the {Advanced} button, you can select or<br />

deselect any of the various individual log files to be saved.<br />

Clicking {Next} you will see a drop down menu to select the target export location from any<br />

available write-enabled removable media such as a USB drive.<br />

If you experience software problems with your system that we are unable to reproduce, sending<br />

these log files to <strong>ETC</strong> Technical Services (see Help from <strong>ETC</strong> Technical Services, page 3) can help<br />

us isolate the issue. As these files can be rather large, unless otherwise instructed, the file that is<br />

useful will be a “.SDMP” file.<br />

302 <strong>Ion</strong> Operations Manual


Backup Show Archive<br />

{Backup Show Archive...} allows you to either backup the most current version of each show file<br />

or every version of each file to a USB drive.<br />

Restore Show Archive<br />

{Restore Show Archive...} allows you to restore show files from a USB drive.<br />

File Manager<br />

{File Manager} provides a way to manage show files. You can create and delete new folders,<br />

move, and copy files between the console and USB drives.<br />

Upgrade Console<br />

{Upgrade Console...} is used for upgrading the console's outputs.<br />

Network Drives<br />

{Network Drives...} allows you to select an alternative show file storage location on another<br />

console or computer. After setting this location, it will appear as an option within the save and open<br />

dialogs in <strong>Ion</strong>.<br />

In the {Network Drives...} dialog box, there is a {Add} button for creating a network drive. In the<br />

Add Network Drive dialog box, you are able to select the drive letter that is appropriate, the network<br />

path, examples would be \\IPAddress\ShowArchive or \\DeviceName\ShowArchive, and network<br />

path type, which is either Eos, <strong>Ion</strong>, or Other. If Other is selected, you will have additional fields to fill<br />

out for Provider, Username, and Password.<br />

Shared Folders<br />

{Shared Folders...} allows you to see if any folders are currently being shared by the console. You<br />

can select the folder and click {Don’t Share} if you no longer want to share the folder. By selecting<br />

{Don’t Share} here, you will also uncheck the box for Share Show Archive in the General tab.<br />

Log Off<br />

This will log off the current user.<br />

A Eos Configuration Utility (Eos Shell) 303


Face Panel Test...<br />

Face Panel Test provides a way to verify the functional state of all of the keys, encoders and sliders<br />

on the <strong>Ion</strong> console. The screens are very straightforward. For field diagnostics, you shouldn’t need<br />

more than the sections of <strong>Ion</strong> Keyboard.<br />

Press/move every key and verify that those events register on the diagnostic test screen.<br />

1<br />

2<br />

3<br />

1 2 3<br />

304 <strong>Ion</strong> Operations Manual


<strong>Ion</strong> This screen allows you to configure the ports on the back of the <strong>Ion</strong> console.<br />

Local DMX<br />

This allows you to change the universe or port speed for the two DMX ports on the back of the <strong>Ion</strong><br />

console. Universes can be from 1-64.<br />

The default settings are Universe 1 and Universe 2 respectively with both ports set to maximum<br />

speed (recommended).<br />

Show Control<br />

MIDI<br />

Allows you to set the group number for the MIDI In and MIDI Out ports. Group numbers can be from<br />

1-32. Default for both ports is 1.<br />

Contact Closure (remote trigger connector)<br />

Allows you to set the Group and Address In values for the remote trigger input on the back of <strong>Ion</strong>.<br />

Relay Out (remote trigger connector)<br />

Allows you to set the Group and Address In values for the remote trigger port on the back of <strong>Ion</strong>.<br />

Remote Trigger<br />

connector pinout<br />

8 7 6 5 4 3 2 1<br />

15 14 13 12 11 10 9<br />

S1<br />

S2<br />

S3<br />

S4<br />

1<br />

2<br />

3<br />

4<br />

5<br />

6<br />

7<br />

8<br />

A Eos Configuration Utility (Eos Shell) 305<br />

9<br />

10<br />

11<br />

12<br />

13<br />

14<br />

15<br />

Ground<br />

Ground<br />

+ 12Vdc<br />

+ 12Vdc


306 <strong>Ion</strong> Operations Manual


Appendix B<br />

Multi-console and Synchronized<br />

Backup<br />

Overview<br />

This appendix outlines the procedures required to use multiple <strong>Ion</strong>/Eos control devices (such as an<br />

<strong>Ion</strong> console, Eos console, Remote Processor Unit (RPU), Remote Video Interface (RVI), or PC with<br />

client dongle) simultaneously on a network. It outlines the setup, configuration, and behavior that is<br />

entailed in an <strong>Ion</strong> multi-console scenario.<br />

<strong>Ion</strong> multi-console functionality is also used to provide synchronized backup of your show while<br />

running multiple <strong>Ion</strong> devices on the network.<br />

Definition of terms<br />

Familiarize yourself with these terms prior to setting up a multi-console system.<br />

Note:<br />

<strong>Ion</strong> consoles, Eos consoles, RVIs, RPUs, or a PC running Eos with a client dongle<br />

may all be considered active units on an <strong>Ion</strong> network. For the sake of brevity, the<br />

term “<strong>Ion</strong>” is used to represent any and all of these options in the following<br />

descriptions.<br />

• Primary - When an <strong>Ion</strong> is configured as a primary, other <strong>Ion</strong> devices can connect and<br />

synchronize with it. If using a backup processor, the primary is the <strong>Ion</strong> that will be backed up.<br />

Only <strong>Ion</strong>/Eos consoles and RPUs can be set to primary. By default, all <strong>Ion</strong> consoles will start<br />

up as a primary.<br />

• Backup - This <strong>Ion</strong> is capable of taking control of the system if the primary fails. You may input<br />

data and run your show from a backup. There can only be one backup in an <strong>Ion</strong> network and<br />

you must specify which primary it is backing up. Only <strong>Ion</strong>/Eos consoles and RPUs can be set<br />

to backup.<br />

• Client - Any online <strong>Ion</strong> that is not the primary or backup is a client. Client data is sent and<br />

received over the network, and clients will synchronize with a designated primary.<br />

• Offline - Any <strong>Ion</strong> controller that is disconnected from the <strong>Ion</strong> network. Changes to show data<br />

performed on an offline <strong>Ion</strong> will not affect the rest of the <strong>Ion</strong> network or the lighting system.<br />

• Master - The <strong>Ion</strong> that is currently sending control data to the lighting system is the master. In<br />

most circumstances this is also the primary. Should a primary fail and a backup takes control,<br />

then the backup will be acting as the master.<br />

• Tracking - Any console that is synchronized with a master is tracking. Once a backup takes<br />

control it becomes a master and is no longer tracking.<br />

• User - A user is an <strong>Ion</strong> defined by a user ID. If it has a unique user ID, the <strong>Ion</strong> will operate<br />

separate from other <strong>Ion</strong> devices on the network, but would still track show data. If it shares a<br />

user ID, <strong>Ion</strong> will synchronize with like IDs. See User ID and multi-console features, page 310.<br />

• System - One primary <strong>Ion</strong>, one backup <strong>Ion</strong>, and (if available) multiple clients synchronized<br />

together.<br />

B Multi-console and Synchronized Backup 307


Multi-console setup<br />

When using multiple <strong>Ion</strong> consoles on the network, you should adjust some of the settings of your<br />

devices to ensure optimal functionality.<br />

Note:<br />

Designate Primary<br />

By default, all <strong>Ion</strong> devices will boot as a primary. When using multiple devices on the network, only<br />

one should be designated as a primary. Other devices should be configured as the backup (only<br />

one per system) or clients. There can be a maximum of 12 <strong>Ion</strong> devices connected to a master.<br />

To change this setting, you must exit the <strong>Ion</strong> software (Browser>Exit <strong>Ion</strong>) and then designate the<br />

device as primary, backup, or client as described in the ECU appendix (see Starting Screen, page<br />

294).<br />

DHCP Server<br />

DHCP server supplies IP addresses to network devices. Only one <strong>Ion</strong> device [typically the Primary]<br />

on the network is necessary to do this properly. Therefore you should disable the DHCP server on<br />

all devices except for the intended primary.<br />

To disable the DHCP server on your device see <strong>Ion</strong> IP Settings, page 301.<br />

Change Device Name<br />

To easily identify your <strong>Ion</strong> on the network, change the device name to be representative of the<br />

device (such as “Booth Primary” or “Tech Backup”). This is done in General Settings, page 296.<br />

Backup Auto Switch<br />

It is recommended that you perform the following setting changes before<br />

connecting your <strong>Ion</strong> device(s) to the network. After the changes are complete,<br />

connect to the network and reboot the device.<br />

Switches to the backup automatically if the primary should go offline. This is enabled in Backup<br />

Auto Switch, page 297.<br />

308 <strong>Ion</strong> Operations Manual


Change IP Address<br />

All <strong>Ion</strong> consoles by default have the same static IP address. All <strong>Ion</strong> RPUs also, by default, have the<br />

same static IP address.<br />

Default <strong>Ion</strong> Console IP Address: 10.101.100.101<br />

Default <strong>Ion</strong> RPU IP Address: 10.101.95.101<br />

Each <strong>Ion</strong> device on the network should be given a unique IP address. If running multiple devices of<br />

the same type (for example - two consoles, or two RPUs), you must alter the default static IP<br />

addresses to ensure proper functionality.<br />

Changing the static IP address is done through the ECU (see Network Settings, page 299), on the<br />

“Network” page. Manually change the IP address of any non-primary <strong>Ion</strong> device by clicking in the IP<br />

Address field and entering the new number from the keyboard. When done, press [Enter].<br />

Note:<br />

It is recommended that you alter the very last digit of the static IP address by an<br />

increment of one for each additional <strong>Ion</strong> device on the network. Therefore, if the<br />

master ends in “101”, change the backup to end in “102”, a client to end in “103”<br />

and so on.<br />

B Multi-console and Synchronized Backup 309


User ID and multi-console features<br />

Set in Setup (see {Displays}, page 103), User ID is an <strong>Ion</strong>/Eos-specific identifier that can be set<br />

uniquely for each <strong>Ion</strong> device or can be shared between multiple devices allowing for shared data<br />

between consoles. The user ID can be set anywhere from 1 to 10.<br />

<strong>Ion</strong> devices sharing User IDs will share certain data, while those with different IDs will not. Below<br />

are the differences in multi-console data depending on User ID.<br />

Data shared between <strong>Ion</strong> devices with the same User ID<br />

• Command line<br />

• Null channels in live<br />

• Selected channels<br />

• Filters<br />

• Selected cue<br />

• Live/blind mode<br />

• Setup>desk settings<br />

Data specific to the <strong>Ion</strong> device, regardless of User ID<br />

• Current slider page<br />

• Current encoder page<br />

• Focus on displays without command line<br />

• Display configuration (layout, format, visible parameters, flexichannel)<br />

• Paging without changing selected target or channels<br />

Data identical between all <strong>Ion</strong> devices, regardless of User ID<br />

• All stage levels and edits<br />

• All data stored in the show file<br />

• Playback, submaster, and grandmaster contents and progress<br />

The default User ID for any <strong>Ion</strong> device is 1. You may change this based on your preference to allow<br />

or restrict the functionality described above.<br />

Note:<br />

Multi-console backup<br />

After you have completed the setting changes described above, connect your <strong>Ion</strong><br />

device to the network and reboot the device.<br />

Within an <strong>Ion</strong> system, you have the added bonus of show data backup. The backup on the system<br />

will receive all show data updates and stage levels so that, in the event of a primary failure, the<br />

backup will be capable of taking control of the system without a loss of show data or live output.<br />

310 <strong>Ion</strong> Operations Manual


Synchronized Backup<br />

Once you have changed settings to facilitate a multi-console system on the network, you may<br />

activate synchronized backup to ensure show data security.<br />

<strong>Ion</strong> synchronized backup is designed so that during normal operation the primary console controls<br />

the lighting system and any console configured as backup or client synchronize with the primary.<br />

The following activities will synchronize between consoles when operating in a backup system:<br />

• Playback<br />

• Record operations<br />

• Manually set data<br />

• Show file and show data<br />

Only <strong>Ion</strong> consoles, Eos consoles, or RPUs can function as a primary or backup.<br />

Setting up Synchronized Backup<br />

Before backup is possible, you must have at least two <strong>Ion</strong> devices (consoles or RPUs only)<br />

connected to the network. One must be assigned as primary and one as a backup.<br />

To assign a backup to a primary:<br />

Step 1: Exit the <strong>Ion</strong>/Eos environment (Browser>Exit <strong>Ion</strong>) on the console you wish to act as<br />

the backup. This will send you to the ECU welcome screen.<br />

Step 2: Click on the {Backup} button in the welcome screen. The console will then startup the<br />

software, this time in backup mode. <strong>Ion</strong> will try to connect to a master console. The<br />

CIA will say “Waiting for Master. One moment please...”.<br />

Step 3: If the backup doesn’t connect after a few moments, click the {Troubleshoot} button<br />

in the CIA. This will open the network configure screen in the CIA.<br />

Step 4: Select a master console from the list on the right. If no masters are available in the list,<br />

a master console is not connected to the network.<br />

Step 5: Press {Change Master}. The backup <strong>Ion</strong> will synchronize with the master.<br />

B Multi-console and Synchronized Backup 311


The <strong>Ion</strong>’s LCD displays the current status of the backup.<br />

If the primary goes offline for any reason, the backup will automatically takeover as the master if<br />

backup auto switch has been enabled, See “Backup Auto Switch” on page 297. This happens with<br />

virtually no effect to the backup other than a change in the CIA heading, which will change to the<br />

following status. If backup auto switch is disabled, the backup will tell the user that the master has<br />

gone away and will ask if they want the backup to take control of the system.<br />

If you enter the Network>Configure screen, it will have changed to the following.<br />

Your backup is now acting as the master and is controlling the lighting system.<br />

Note:<br />

If the primary comes back online, it will not retake control of the lighting system.<br />

The primary will wait until it is redesignated as the master and the backup is<br />

reassigned to it.<br />

If at any point you change masters, you must individually reassign any clients to<br />

the new master through the network configure screen.<br />

312 <strong>Ion</strong> Operations Manual


Backup Scenarios<br />

Console and console<br />

Two consoles can be used to provide backup. Either can be configured as the primary or the<br />

backup. If the primary console fails, the second console will take control with full show data intact.<br />

This is a useful scenario for touring multi-user applications.<br />

RPU and console<br />

One RPU and one console can be used as a backup option. In this configuration, it is<br />

recommended that you set the RPU as the primary and the console as the backup. In this scenario,<br />

should the RPU go offline, you will still have the full functionality of the console user-interface at<br />

your disposal.<br />

RPU and RPU<br />

Two RPUs may serve as primary and backup also. A backup system of this type can support many<br />

client consoles at once, which you may turn on and off as needed without the need to reset to a<br />

different master each time.<br />

This application is ideal for permanent installations requiring synchronized backup.<br />

B Multi-console and Synchronized Backup 313


314 <strong>Ion</strong> Operations Manual


Appendix C<br />

Remote Processor Unit (RPU)<br />

Overview<br />

This appendix outlines the setup and configuration of your <strong>Ion</strong> Remote Processor Unit (RPU). The<br />

<strong>Ion</strong> RPU can be used as a primary, backup, or client processor in an <strong>Ion</strong> system (see Large System<br />

Riser, page 19). It can also be used for independent playback applications.<br />

<strong>Ion</strong> RPU ships with the following:<br />

• Remote Processor Unit<br />

• USB Keyboard<br />

• USB Mouse<br />

• Rack Mount Hardware Kit<br />

• IEC Power cords with varying connectors<br />

• Dual-DVI video Y-adapter - (screen resolution of 1280x1024 required)<br />

• DVI (male)-to-VGA (female) adapter<br />

Hardware Setup<br />

Hard Power<br />

Switch<br />

IEC Power<br />

Connector<br />

Rear Panel<br />

Note:<br />

Dual DVI<br />

Ethernet<br />

PS2 Mouse and Keyboard USB<br />

ports<br />

Step 1: Attach the appropriate IEC power cord to the power connector.<br />

Step 2: Attach the dual DVI connector/Y-adapter to the DVI port. If you have VGA monitors,<br />

attach the VGA adapters to the DVI adapter. Do not use the VGA connectors on the<br />

back of the RPU.<br />

Monitor screen resolution must be at least 1280x1024.<br />

Step 3: Connect the USB mouse and keyboard to the USB connectors. If you want to use a<br />

PS2 mouse or keyboard (not provided), you may use the appropriate connectors on<br />

the RPU.<br />

Step 4: Attach a network ethernet cable to the ethernet port.<br />

Step 5: Once all accessories have been connected, you may activate the hard power switch<br />

on the rear panel.<br />

C Remote Processor Unit (RPU) 315


Front Panel<br />

20 userconfigurable<br />

buttons<br />

(default shown)<br />

Start Up<br />

Backlit<br />

indicators<br />

USB port<br />

Soft power<br />

switch<br />

• The soft power switch activates the RPU (check rear panel to ensure power is connected and<br />

hard power switch is on).<br />

• Backlit indicators identify the operating status (master, backup, client, and so on) of the unit.<br />

• USB port is provided for easy show loading to or from a USB storage device.<br />

• 20 buttons are configurable from the Eos Configuration Utility (ECU). They are set to a default<br />

configuration. The label strips for these buttons are removable and reversible. Any changes<br />

to the button configuration can be written on the opposite side in pencil.<br />

After connecting power to the unit, press the soft power button on the front of the console.<br />

By default, the RPU will boot into the <strong>Ion</strong> environment as a primary. If you wish to designate your<br />

RPU as something other than a primary, you must exit the <strong>Ion</strong> environment and choose a different<br />

designation from the Eos Configuration Utility welcome screen.<br />

For more information on multi-console terms such as primary or backup, please see Multi-console<br />

and Synchronized Backup, page 307.<br />

316 <strong>Ion</strong> Operations Manual


Software Configuration<br />

Settings for the RPU can be altered in the Eos Configuration Utility (ECU). The 20 buttons on the<br />

front panel of the RPU are configurable from the {RPU} section of the ECU.<br />

To configure the RPU buttons:<br />

Step 1: In the <strong>Ion</strong> browser, select File>Exit <strong>Ion</strong> and confirm the selection. Eos will close and<br />

you will enter the <strong>Ion</strong> welcome screen.<br />

Step 2: Click on the {Settings} button. This will open the ECU.<br />

Step 3: On the right side of the screen, click on the “RPU” button to enter the RPU button<br />

setup. A virtual display of the RPU buttons is displayed with the current button settings<br />

labeled on each button.<br />

Step 4: Click on a button you wish to alter. A button window will open.<br />

Step 5: Click on the type of button you want it to be (Macro or Hard Key).<br />

• If Macro - Click on the Macro # box and enter the desired macro number from the<br />

keyboard and press enter. Then click {Accept}.<br />

• If Hardkey - Click on the {Hardkey} drop down menu and select the hard key you<br />

wish to use. Then click {Accept}.<br />

Step 6: Repeat this process for any other buttons you wish to reconfigure.<br />

Step 7: To restore the default buttons at any time, click the {Restore Defaults} button.<br />

To import a button configuration:<br />

You may import an RPU button configuration file from a USB device.<br />

Step 1: Click the {Import} button in the RPU section of the ECU. The RPU will search for valid<br />

RPU button file.<br />

Step 2: If a valid file is found, the ECU will ask you if you want to import the settings. Click<br />

{Yes}. The settings will be imported.<br />

Step 3: Click {Ok}.<br />

To export a button configuration:<br />

You may export your RPU button configuration to a USB device.<br />

Step 1: Click the {Export} button in the RPU section of the ECU.<br />

Step 2: If a USB drive is available, the ECU will ask you to choose the desired drive from the<br />

drop down menu. Click on the desired USB drive.<br />

Step 3: Click {Accept}. The button configuration will be saved to the USB drive.<br />

Step 4: Click {Ok}.<br />

For more information on settings in the ECU, please see Eos Configuration Utility (Eos Shell), page<br />

293.<br />

C Remote Processor Unit (RPU) 317


Basic Use Guidelines<br />

Displays<br />

The RPU can be used with either one or two DVI monitors. You can collapse or expand the CIA on<br />

the displays by engaging the scroll lock and pressing F5. If you are using one monitor, you may find<br />

this feature useful in increasing the efficiency of your available display area.<br />

Net3 Services<br />

By default, both <strong>Ion</strong> and the <strong>Ion</strong> RPU ship with all Net3 services enabled.<br />

When used in a multi-console backup system, you must disabled Net3 services for the intended<br />

backup device. If the RPU is the intended primary (recommended, see Backup Scenarios, page<br />

313), some Net3 services must be disabled on the intended backup device (console or RPU).<br />

You must disable the DHCP server and TFTP server. You must also change the SNTP server to<br />

“client” to enable time synchronization between <strong>Ion</strong> devices. All of this is done using the Eos<br />

Configuration Utility (See Net3 Settings, page 300 and <strong>Ion</strong> IP Settings, page 301).<br />

318 <strong>Ion</strong> Operations Manual


Appendix D<br />

Remote Video Interface (RVI)<br />

Overview<br />

The RVI functions as a remote user interface to access and modify the contents of an entire Eos/<strong>Ion</strong><br />

show file. You may configure the RVI to run Eos/<strong>Ion</strong> software in “Client” or “Offline” mode.<br />

This appendix outlines the setup and simple configuration of your Remote Video Interface (RVI) for<br />

use with an Eos/<strong>Ion</strong> Control System.<br />

.<br />

Electrical Specification<br />

• Operating voltage 100-240 VAC, 50-60Hz (2 amps at 120 VAC)<br />

• Ambient temperature and humidity 0 - 35° C, 95% non-condensing humidity, maximum<br />

• Storage temperature and humidity 0 - 35° C, 95% non-condensing humidity<br />

• CE and ETL Compliant<br />

• Installation Category II, indoor use only<br />

• May operate up to 2000 meters altitude<br />

D Remote Video Interface (RVI) 319<br />

Primary<br />

Master<br />

Backup<br />

Sync<br />

Client<br />

Offline


Hardware Setup<br />

Rear Panel<br />

Note:<br />

Note:<br />

Hard Power<br />

Switch<br />

AC Power<br />

IEC connector<br />

Dual DVI<br />

Display<br />

AC Input<br />

100-240 VAC<br />

50/60 Hz 2A<br />

1<br />

2<br />

Electronic <strong>Theatre</strong> Controls, Inc.<br />

Middleton, WI Made in USA<br />

Net3 RVI<br />

Mouse<br />

Step 1: Attach the appropriate IEC power cord to the power connector, then to an AC<br />

receptacle.<br />

Step 2: Attach the dual DVI connector/Y-adapter to the DVI port.<br />

If you have VGA monitors, attach the VGA adapters (provided) to the DVI Yadapter.<br />

Do not use the VGA connectors on the back of the RVI.<br />

The minimum screen resolution must be at least 1280x1024 with 32 bit color.<br />

Step 3: Connect the USB mouse and keyboard to the USB connectors. If you wish to use a<br />

PS2 mouse or keyboard (not provided), use the appropriate connectors on the RVI.<br />

Step 4: Attach a network ethernet cable to the Ethernet port. All communications to the<br />

associated control console are made over this Ethernet connection.<br />

• Connection to the console may be made either directly using a Cat5 or better<br />

null-modem cable or through an Ethernet hub or Ethernet switch using standard<br />

Cat5 or better patch cables.<br />

Step 5: When all connections are made, activate the hard power switch on the rear panel.<br />

Step 6: Press the soft power switch, on the front of the unit, to power up the RVI.<br />

If the unit does not power up, check the hard power switch on the rear panel, to<br />

ensure it is switched on.<br />

320 <strong>Ion</strong> Operations Manual<br />

Dual DVI Display<br />

Keyboard<br />

Not Used<br />

RS-232<br />

Ethernet<br />

Not Used<br />

USB<br />

x4<br />

BTX - L OP IOSHLDR


Front Panel<br />

Removable<br />

label strip<br />

Backlit LEDs<br />

LEDs indicate which mode the unit is operating in (client or offline) and the status of the operation<br />

(sync).<br />

• The “Client” LED will illuminate when the unit is connected as a client of the master<br />

processor.<br />

• Additionally the “Sync” LED will illuminate when the data has been synchronized to the<br />

master console.<br />

• The “Offline” LED will illuminate when the unit is running offline and is no longer in<br />

“Client” mode.<br />

Command Keypad Buttons<br />

The 20 buttons are configurable from the Eos Configuration Utility (ECU). They are set to a default<br />

configuration. The label strips for these buttons are removable and reversible. Any changes to the<br />

button configuration can be written on the opposite side in pencil.<br />

USB Port<br />

The USB port on the front of the RVI unit may be used to connect a USB storage device for show<br />

downloading, uploading, or software updates.<br />

Start Up<br />

At initial startup, the RVI will display the Eos and the Congo logos. Use the mouse to select the Eos<br />

operating system. The RVI will initialize to the Eos environment each time the power is cycled,<br />

unless you choose to revert the operating system in the related settings menu (see “Switch to<br />

Congo from Eos Operating Mode,” in the Net3 Remote Video Interface Setup Guide, page 4).<br />

CAUTION:<br />

Live<br />

Blind<br />

Tab Escape Select<br />

Scroll Lock<br />

20 command keypad<br />

buttons<br />

M001 M002 M003 M004 Stop/Back<br />

M005 M006 M007 M008 GO<br />

Backlit indicators<br />

If you “Exit Eos” and enter the ECU, do not select the “Master” or “Backup” buttons<br />

that are displayed in the ECU welcome screen.<br />

The Net3 RVI will only function as a “Client” on the Eos network or “Offline”.<br />

D Remote Video Interface (RVI) 321<br />

Primary<br />

Master<br />

Backup<br />

Sync<br />

Client<br />

Offline<br />

USB<br />

Soft power<br />

switch


Basic Use Guidelines<br />

Displays<br />

The RVI can be used with either one or two DVI monitors. You can collapse or expand the CIA on<br />

the displays by engaging the scroll lock and pressing F5. If you are using one monitor, you may find<br />

this feature useful in increasing the efficiency of your available display area.<br />

Button Configuration<br />

Settings for the RVI can be altered in the Eos Configuration Utility (ECU). The 20 buttons on the<br />

front panel of the RVI are configurable from the “RPU” section of the ECU.<br />

To configure the RVI buttons:<br />

Step 1: In the Eos browser, select File>Exit Eos and confirm the selection. Eos will close and<br />

you will enter the Eos welcome screen.<br />

Step 2: Click on the “Settings” button. This will open the ECU.<br />

Step 3: On the right side of the screen, click on the “RPU” button to enter the RVI button<br />

setup. A virtual display of the RVI buttons is displayed with the current button settings<br />

labeled on each button.<br />

Step 4: Click on a button you wish to alter. A button window will open.<br />

Step 5: Click on the type of button you want it to be (Macro or Eos Hard Key).<br />

• If Macro - Click on the Macro # box and enter the desired macro number from the<br />

keyboard and press enter. Then click “Accept”.<br />

• If Eos Hard Key - Click on the “Eos HardKey” drop down menu and select the hard<br />

key you wish to use. Then click “Accept”.<br />

Step 6: Repeat this process for any other buttons you wish to reconfigure.<br />

Step 7: To restore the default buttons at any time, click the “Restore Defaults” button.<br />

RVI and RPU button configurations are interchangeable. Therefore you can import button<br />

configurations from one to the other.<br />

To import a button configuration:<br />

You may import an RVI button configuration file from a USB device.<br />

Step 1: Click the “Import” button in the RPU section of the ECU. The RVI will search for valid<br />

RVI/RPU button file.<br />

Step 2: If a valid file is found, the ECU will ask you if you want to import the settings. Click<br />

“Yes”. The settings will be imported.<br />

Step 3: Click “Ok”.<br />

To export a button configuration:<br />

You may export your RPU button configuration to a USB device.<br />

Step 1: Click the “Export” button in the RPU section of the ECU.<br />

Step 2: If a USB drive is available, the ECU will ask you to choose the desired drive from the<br />

drop down menu. Click on the desired USB drive.<br />

Step 3: Click “Accept”. The button configuration will be saved to the USB drive.<br />

Step 4: Click “Ok”.<br />

For more information on settings in the ECU, please see Eos Configuration Utility (Eos Shell), page<br />

293.<br />

322 <strong>Ion</strong> Operations Manual


Appendix E<br />

Remote Control<br />

Remotes Overview<br />

Three different remotes are available for controlling <strong>Ion</strong>; the phone remote, the radio focus remote<br />

(RFR), and the iRFR.<br />

Phone Remote<br />

The phone remote allows for remote control of the <strong>Ion</strong> console by using a wireless phone. The base<br />

station for the phone connects directly to the phone remote jack on the rear of your console. See<br />

“Console Geography” on page 12.The numeric keypad of the phone is used to control channels<br />

and levels.<br />

Phone Remote Functions<br />

The numeric keypad of the phone is mapped as following:<br />

1<br />

+ Thru -<br />

4<br />

Last Macro @<br />

7<br />

5 6<br />

Next Address Full<br />

*/Shift<br />

Clear CL<br />

2 3<br />

Chan<br />

Check<br />

8 9<br />

0 #/Enter<br />

To use the commands in grey, first hit the [*] button followed by the number or symbol above the<br />

grey command. For example, to place a [+] on the command line, press [*] [1].<br />

Pressing [*] [*] will clear the command. Commands entered from the phone remote will appear on<br />

the command line for the console.<br />

E Remote Control 323<br />

Sneak


Remote Focus Remote (RFR)<br />

The Net3 Radio Focus Remote (RFR) provides remote<br />

access to frequently used console features such as dimmer<br />

and channel checks as well as update and record functions.<br />

The RFR handheld remote and receiver unit features a high<br />

frequency (HF) link for bi-directional communication with a<br />

connected console. During operation, the system status can<br />

be viewed on the LCD of the remote.<br />

Note:<br />

Handheld Remote<br />

This appendix covers only RFR operation with the Eos Family control system. For<br />

information on using the RFR with Congo or Congo jr consoles, see the “Congo/<br />

Congo jr User Manual” or the “Net3 Radio Focus Remote Setup Guide” for more<br />

information.<br />

The RFR handheld unit features 24 backlit buttons and two push-button thumb<br />

wheels, one on either side for scrolling to desired targets and selecting them for<br />

interaction. The top side of the remote has an on/off power switch, a high<br />

frequency antenna and a USB mini b port. The USB mini b connection is used to<br />

supply power for the internal rechargeable NiMH battery cell using the provided<br />

power supply.<br />

324 <strong>Ion</strong> Operations Manual<br />

mode<br />

more sk<br />

Enter<br />

Chan<br />

Push<br />

mode<br />

more sk<br />

@<br />

s1 s2 s3<br />

7 8 9<br />

4 5 6<br />

1 2 3<br />

C<br />

s4<br />

0<br />

s5<br />

.<br />

s6<br />

TH<br />

-<br />

+<br />

Enter<br />

Chan


Base Station Receiver<br />

The receiver includes a USB type B connector and an Ethernet connector (IEEE 802.3af) on the<br />

front of the unit for connection to the console (USB) or to a switch in your Net3 network<br />

Push<br />

USB<br />

When the base station is connected directly to a console by USB type B, the<br />

RFR is powered by and controls only the console the base station is connected<br />

to. <strong>ETC</strong> supplies a 1.8m (6 ft.) USB cable for base station connection to a<br />

console or USB hub. The maximum distance between products is 5m (16 ft.).<br />

When the base station is connected to Eos/<strong>Ion</strong> using USB, the RFR remote will<br />

automatically connect to that console when powered.<br />

Ethernet<br />

For use with the <strong>Ion</strong> console, the base station will need to be plugged into an<br />

ethernet switch. If the switch is not power over ethernet, the base station can receive power via<br />

USB from the console.<br />

Note:<br />

CAUTION:<br />

For single base station use, no configuration is needed if defaults are used. For<br />

multiple base stations, custom configurations, and connection issues, further<br />

configuration will be needed.<br />

You may use either the ethernet connection or the USB connection for data to the<br />

console, but not both.<br />

Console Section Mode<br />

Holding down [.] while the remote is booting up will take you to the<br />

console selection list. This mode is used to select between Direct<br />

USB mode, Base USB mode, or available host consoles for<br />

networking.<br />

Note:<br />

Direct USB<br />

If multiple RFR units are to be used separately within a range of each other’s<br />

receiver units, change the frequency and/or ID settings to avoid conflicts.<br />

Reference Change Frequency and ID Setting below for more information.<br />

For optimal operation, set the base stations apart by at least 5m (16 ft.) to ensure<br />

the two units do not interfere with each other’s operation.<br />

E Remote Control 325<br />

Booth


Change Frequency and ID Setting<br />

A network ID is a separate digital channel on a single high frequency (HF) setting. Changing an ID<br />

setting from the default “1” is useful when multiple systems are utilizing the same frequency.<br />

Note:<br />

If you change the frequency and ID settings in the handheld remote you must also<br />

change the frequency and ID settings to match in the base station.<br />

To change the radio settings on your remote:<br />

Step 1: With the remote power off, press and hold the [C] button.<br />

Continue pressing it and power up the unit. The display<br />

window will show the HF Channel selection screen.<br />

Step 2: Choose an HF Channel (1 - 12) by spinning either thumb<br />

wheel.<br />

Note:<br />

Set HF Channel<br />

1 (2.410 Ghz)<br />

Available: **<br />

Setup: HF EUR<br />

Prev<br />

Default<br />

Next Save<br />

• While setting the HF Channel, the RFR scans each available channel for traffic<br />

which may interfere with the RFR. This feature is used to determine what<br />

frequency to use in your venue.<br />

• In the “Available:” field the RFR will display ***, **, * or “used”. The asterisks<br />

indicate the quality of the signal at that channel. *** is best. “Used” indicates that<br />

other traffic is detected on that channel, but the RFR may still function properly.<br />

Step 3: Press {Next} ([s2]).<br />

Step 4: Choose a network ID by moving either thumbwheel. Allowed range is from 1 to 99.<br />

Step 5: Press {Next} ([s2]).<br />

Step 6: Set the HF power level. This allows you to alter the strength of the transmission signal<br />

from the remote. Allowed range is from +10 dBm to +18 dBm.<br />

• A higher value indicates a stronger signal, but shortened battery life. A lower<br />

value indicates a weaker signal and an extended battery life.<br />

Step 7: Press {Save} ([s3]).<br />

Step 8: You must cycle the power to apply the new settings.<br />

Default [S4] will reset remote settings to their default values. No confirmation is<br />

required.<br />

To change the frequency and network id in your base station receiver with an <strong>Ion</strong> console:<br />

Step 1: In the browser menu, select File


Basic Use Guidelines<br />

Keypad Function<br />

The keypad illuminates while the keys are in use and remains illuminated while the unit is<br />

transmitting data. After a key is released, the keypad will dim the backlight until the next button<br />

press or transmission.<br />

Most of the buttons on the handheld remote function exactly as they work on the <strong>Ion</strong> console. A<br />

select few of the buttons require additional explanation.<br />

• [More SK / Mode] - When this button is pressed and released, the soft keys will change to the<br />

next page of softkeys (if there is more than one page available). Press and hold the [More SK<br />

/ Mode] button to display the available RFR modes.<br />

• [Enter / Chan] - When the RFR is connected for use with an <strong>Ion</strong> console, this button functions<br />

as [Enter], which terminates the command line.<br />

• [@] - The first press of this button is “at”. The second consecutive press is “at level”. The third<br />

press is “at Out”.<br />

• [S1 - S6] - These six buttons are softkeys, defined by the operating mode and identified in the<br />

bottom portion of the LCD (see below).<br />

• [.] - The first press of this button is “.”. The second consecutive press is “/”.<br />

LCD General Layout<br />

Details of current target<br />

Command Line<br />

S1<br />

S4<br />

S2<br />

S5<br />

S3<br />

S6<br />

The handheld remote LCD is divided into four sections. The top section<br />

displays status for the selected target. The middle section displays the<br />

command line. This section scrolls to accommodate viewing long command<br />

syntax. The next section displays the console’s mode status and error<br />

status (if any). The bottom section displays the current function of the soft<br />

keys (it also displays the various modes when [Mode/More SK] is pressed and held).<br />

Thumbwheels<br />

The two thumbwheels on the RFR (one left, one right) have varying functionality depending on the<br />

selected mode (see RFR Operation Modes, page 329). Generally speaking, the left thumbwheel<br />

acts as a level wheel. It increases or decreases intensity for selected channels. The right<br />

thumbwheel behaves as next and last for scrolling through data lists.<br />

E Remote Control 327


Recharge the Handheld Battery<br />

A battery level indicator is found in the upper right corner of the handheld LCD. When the battery is<br />

near to a complete drain, the indicator will flash. When charging, the indicator will depict increasing<br />

power to verify that it is charging.<br />

When the remote is not in use, set the switch to the “Off” position to guard against accidental key<br />

presses and to conserve battery power.<br />

Charge the battery using the USB mini b cable that shipped with your RFR. Connect the USB mini<br />

b connector to the handheld remote and the other end to the USB charger adapter supplied with<br />

your RFR. You may also attach the USB cable to a powered USB hub, personal computer, or your<br />

console. A full recharge may take up to 12 hours.<br />

Provided there is enough battery charge, you may use the remote while charging.<br />

CAUTION:<br />

If you choose to charge the remote from the <strong>Ion</strong> console, you should unplug the<br />

base station before doing so.<br />

The remote will be functional once it is connected directly to the console. If the<br />

base station is still connected and a command is entered on the remote, multiple<br />

iterations of the command may register and this may create errors in the <strong>Ion</strong><br />

command line.<br />

328 <strong>Ion</strong> Operations Manual


RFR Operation Modes<br />

The Eos/<strong>Ion</strong> RFR defaults to opening in Live mode. There are other modes available in the RFR,<br />

however. To switch modes, hold down the [Mode/More SK] button and then select the desired mode<br />

from those available by pressing the appropriate softkey. Mode options are: Park, Live, Playback,<br />

and Patch.<br />

Park Mode<br />

This mode is used for parking channels and also for “channel check” and “address check”<br />

functions.<br />

Softkeys<br />

The following softkeys are available in park mode:<br />

• Address<br />

• Channel<br />

• Last<br />

• Full<br />

• Out<br />

• Next<br />

{Address} and {Channel} are used to select addresses or channels for parking.<br />

• [7] [@] [5] [Enter] - Parks channel 7 at 50%.<br />

• {Address} [8] {Full} - Parks address 8 at full.<br />

{Full} and {Out} are used to set those levels for channels or addresses. {Out} parks the channel or<br />

address at 0.<br />

{Next} and {Last} are used for the check functions (see below).<br />

• [9] [@] [Enter] - unparks channel 8.<br />

Channel or Address Check<br />

When a single address or channel is selected, using {Next} and {Last} you can rapidly increment<br />

or decrement through the channels or addresses to verify function. This only works when a single<br />

channel or address is selected on the RFR and then {Next} and {Last} is used.<br />

In this mode, the right thumbwheel will function as next and last commands, and the left will function<br />

as the level wheel.<br />

E Remote Control 329


Live Mode<br />

Live mode is used for modifying levels and recording or updating cues. This mode is intended to<br />

allow you to make basic adjustments to show data. Buttons and softkeys function as they do within<br />

Eos/<strong>Ion</strong>.<br />

The command line is displayed in the LCD to verify the commands you enter. It also displays details<br />

for the currently selected channel or the current cue (if no channels are selected).<br />

Softkeys<br />

The following softkeys are available on page one of live mode, which is designed to modify levels:<br />

• Home<br />

• Group<br />

• Sneak<br />

• Full<br />

• Out<br />

• RemDim<br />

The following softkeys are available on page two of live mode which is intended for recording or<br />

updating cues:<br />

• Record<br />

• Update<br />

• Time<br />

• Cue only/Track (shown as “Qoly/Tk”)<br />

• Trace<br />

• Macro<br />

In live mode, the left thumbwheel controls the level of the selected channels. The right thumbwheel<br />

acts as next and last buttons, defaulting to next or last cue selection for the currently selected cue<br />

list.<br />

330 <strong>Ion</strong> Operations Manual


Playback Mode<br />

Softkeys<br />

The following softkeys are available in playback mode:<br />

• Sub<br />

• Load Q<br />

• Stop/Bk<br />

• Macro<br />

• Goto Q<br />

• Go<br />

{Sub} is used to set the level of a submaster.<br />

• {Sub} [5] [@] [7] [Enter] - sets submaster 5 to 70%.<br />

{Load Q} allows you to load a cue into the pending file for the master playback fader pair only.<br />

• {Load Q} [5] [Enter] - Loads cue 5 of the master playback fader to the pending file for that<br />

fader. Pressing {Go} will execute this cue.<br />

{Go} and {Stop/Bk} are duplicates of the [Go] and [Stop/Back] buttons for the Eos/<strong>Ion</strong> master<br />

fader pair.<br />

{Macro} allows you to execute a macro.<br />

• {Macro} [3] [Enter].<br />

{Goto Q} allows you to jump to any cue in the show.<br />

• {Goto Q} [6] [Enter] - plays back cue 6 for the master playback fader pair.<br />

• {Goto Q} [4] [.] [.] [2] [Enter] - plays back cue 2 from cue list 4. To play back cues from any<br />

other list than the one loaded to the master playback fader pair requires you to specify the cue<br />

list in the command line.<br />

The left thumbwheel controls intensity of a selected submaster. The right thumbwheel acts as next<br />

or last for the most recently selected cue list.<br />

E Remote Control 331


Patch Mode<br />

In patch mode, the LCD displays the channel, address and type for the currently selected<br />

channel(s).<br />

Softkeys<br />

The following softkeys are available in patch mode:<br />

• Address<br />

• A<br />

• B<br />

• /<br />

• Fixture Controls (shown as: FixCtrl)<br />

{Address} allows you to change the address of the selected channel.<br />

• [1] {Address} [1] [Enter] - addresses channel 1 to output 1.<br />

{A} and {B} are used for patching dimmer doublers.<br />

• [9] [7] [Th] [1] [0] [2] {Address} [1] {B} [Enter] - patches channels 97-102 to outputs 1B-6B<br />

(for dimmer doubling).<br />

{/} is used to patch the port and offset.<br />

• [2] {Address} [3] [/] [1] [Enter] - patches channel 2 to port 3 offset 1 or address 1025.<br />

{FixCtrl} is used to display the fixture controls for a channel (if available).<br />

• [6] {FixCtrl} - displays fixture controls for channel 2.<br />

The thumbwheel will scroll through the available fixture controls. Press the thumbwheel to activate<br />

the fixture control.<br />

332 <strong>Ion</strong> Operations Manual


Technical Specifications<br />

Handheld Transmitter<br />

Output U.S.A. - Default HF:1 (2.410 MHz) with 11<br />

additional HF: channels available (2.410 - 2.465<br />

GHz). 99 groups available per channel.<br />

Antenna - Helical, fixed.<br />

Working range - 90m (300 ft) indoor, 200m (656<br />

ft) in free field.<br />

Size - 160mm(4.5”) x 72mm (2.6”) x 20mm (.8”)<br />

excludes antenna.<br />

Base Station Receiver<br />

Data - USB type B. Ethernet.<br />

Power - USB or Power over Ethernet (PoE).<br />

Size - 112mm(4.4”) x 71mm (2.7”) x 45mm (.7”)<br />

excludes antenna.<br />

Connections - Integral USB mini b connector for<br />

charging the unit.<br />

Power - 2x NiMH rechargeable battery. (Recharge<br />

using the USB connection.)<br />

Weight - 400g (14 oz.) includes antenna.<br />

Connections - Integral USB connector to console<br />

or RPU. Ethernet.<br />

Maximum USB cable length - 5m (16.5’) from<br />

power source using USB.<br />

Weight - 380g (13 oz.) includes antenna.<br />

E Remote Control 333


iRFR<br />

The iRFR is a software application that runs on an Apple iPhone® or iPod Touch. The application<br />

can be downloaded from the Apple Application Store, search for iRFR. The iRFR offers the same<br />

functionality of the RFR. A closed wireless network is needed.<br />

For additional information on the iRFR, including setup, please visit the iRFR Documentation Wiki.<br />

334 <strong>Ion</strong> Operations Manual


Appendix F<br />

Universal Fader Wings<br />

Overview<br />

Universal fader wings can be used in conjunction with your <strong>Ion</strong> console to facilitate the use of<br />

submasters and playbacks. The wings are available in 2x10 or 2x20 or 1x20 configurations.<br />

The fader wings are designed to physically attach to your <strong>Ion</strong> console, thereby receiving power from<br />

the console and eliminating the need for the external power supply. Or you may connect wings to<br />

<strong>Ion</strong> using a USB cable and provide power using an external power supply.<br />

1 x 20 Setup<br />

The 1 x 20 fader wing is specifically designed to be physically attached to your console. A USB<br />

cable connection is required.<br />

To install the 1 x 20 on your <strong>Ion</strong> console, follow the instructions that were included with the 1 x 20<br />

wing. Be sure to connect the wing to <strong>Ion</strong> using the USB cable that was included with the wing.<br />

2 x 10 and 2 x 20 Setup<br />

2x10 and 2x20 Universal Fader Wings may be attached together and then physically attached to<br />

<strong>Ion</strong> consoles.<br />

Wings may also be connected to <strong>Ion</strong> or Eos consoles, RPUs, or RVIs using a USB cable. When<br />

connecting fader wings with a USB cable, one external power supply must also be used.<br />

Rules of Connection<br />

Rule One<br />

Your entire system is limited to a total of 300 faders per processor (<strong>Ion</strong>, RPU, RVI).<br />

Rule Two<br />

No more than three fader wings may be physically attached to each other. This means:<br />

• A maximum of three fader wings may be directly attached to either side of a console (3 per<br />

side).<br />

• A maximum of three fader wings may be connected using a USB cable to form an external<br />

array using an external power supply.<br />

Note:<br />

Only one wing (2 x 10 or 2 x 20) may be used with Eos/<strong>Ion</strong> offline software running<br />

on a personal computer.<br />

Connecting Wings to <strong>Ion</strong><br />

Up to three Universal Fader Wings may be attached together and then connected to <strong>Ion</strong> using a<br />

USB cable only or by physically attaching them to the <strong>Ion</strong> console. Both sides of <strong>Ion</strong> may have up<br />

to three wings attached.<br />

The best way to attach wings together is to attach them in order from left to right.<br />

F Universal Fader Wings 335


Attach Universal Fader Wings<br />

Step 1: Using a #1 Phillips head screwdriver, on the underside of the wing(s) remove the two<br />

screws securing the bumpers that will be removed from the appropriate side or sides<br />

of the wings. The bumpers will be removed in a later step.<br />

a: Carefully turn the wing over and place it faders-down on a clear, flat work<br />

surface.<br />

CAUTION:<br />

Bumpers on<br />

either side<br />

Do not set the wing on the connector side (rear panel). Instead, place it face down<br />

on the faders.<br />

b: Remove and save the two screws securing the bumper to the side of the wing.<br />

1<br />

3<br />

OR<br />

2<br />

Step 2: Turn the wing over to return it to its upright position.<br />

Step 3: Remove the bumper(s) from the wing.<br />

a: Right Side - Gently pull the bumper up until it is flush with the facepanel.<br />

Left Side -Gently push the bumper down until it loosens from the facepanel.<br />

b: Pull the bumper away from the facepanel until it is free from the wing.<br />

Step 4: Repeat steps 2 and 3 for each side of each wing that needs to be exposed.<br />

Step 5: Align the two wings. Lift the wing on the right and place it gently on the hooks provided<br />

on the wing on the left. Check that the two wings are aligned properly front and back,<br />

336 <strong>Ion</strong> Operations Manual<br />

1


then press down gently on the right wing until it is fully seated. This should be a<br />

smooth connection but may require a little force.<br />

Step 6: Repeat above procedure to connect another wing to the right end of the pair, if<br />

desired.<br />

Step 7: Re-insert screws to secure wings together and secure the bumpers to the sides of the<br />

wings.<br />

Attach fader wing array to <strong>Ion</strong><br />

Once all of the desired wings are attached (within the limits above), you may use the same<br />

procedure above to attach the wings to <strong>Ion</strong>.<br />

Connect Universal Fader Wing(s) to Console with USB Cable<br />

Connect PS313-F<br />

power supply<br />

cable<br />

(included)<br />

Connect<br />

USB cable<br />

(included)<br />

Connect to USB<br />

on the console<br />

Step 1: With the console power off, connect the USB cable (provided) between the console<br />

and one wing as shown above. If multiple wings are joined, only one power and one<br />

USB connection is required for all joined wings.<br />

Step 2: Using the power supply adaptor kit, connect the fader wing to a power source.<br />

Step 3: It is recommended that you run the power and USB cables through the strain relief<br />

included on the back of the wings.<br />

Step 4: Turn the console on.<br />

F Universal Fader Wings 337


User Guidelines for Fader Wings<br />

Fader Wing Interaction With <strong>Ion</strong><br />

1x20<br />

When connected with a USB cable, the 1 x 20 will automatically be populated with the faders 1-20.<br />

Any other fader wings will then be populated with successive fader pages.<br />

2x10 or 2x20<br />

<strong>Ion</strong> will automatically recognize the fader wings and their configuration (2 x 10 or 2 x 20) once they<br />

are connected to the console. The system will configure the faders according to the configuration in<br />

fader wing configuration screen, for more information see {Fader Wing Config}, page 104. The left<br />

most fader will be fader 1 on page 1, next will be fader 2 on page 1, and so on.<br />

Multiple wings connected<br />

If multiple wings are used in conjunction with each other, configuration will automatically adhere to<br />

the following logic.<br />

1x20<br />

Anytime a 1x20 is attached to <strong>Ion</strong>, it will automatically load the first 20 faders. Other wings will then<br />

be populated, starting with the 21st fader.<br />

2x10 and 2x20<br />

When 2x fader wings are attached to each other, the faders will populate continuously across the<br />

attached array according to the configuration in fader wing configuration screen. The top row of all<br />

wings will be successive from one wing to the next. The bottom row will start where the entire top<br />

row left off and then will also be successive from one wing to the next.<br />

Therefore, when fader wings are attached to each other:<br />

LCD<br />

Top Row Faders<br />

Bottom Row Faders<br />

1 - 10<br />

41 - 50<br />

11 thru 30<br />

51 thru 70<br />

31 - 40<br />

71 - 80<br />

2x10 2x20 2x10<br />

The display at the center of the fader wing shows information about the faders.<br />

For submasters the sub number, label, and current value (0-100%) of the fader are shown. When<br />

the page is changed, the current value will display the necessary percentage the fader must be set<br />

at to match the required level of the submaster.<br />

For playbacks the cue list number will be shown preceded by an “L” {for example “L3” = cue list 3).<br />

Beneath this the current pending cue is displayed in an oval shape.<br />

For Grandmasters, a “GM” is displayed and the current output percentage is shown (100% -<br />

blackout).<br />

338 <strong>Ion</strong> Operations Manual


Using the Buttons<br />

Each fader is equipped with two buttons beneath the potentiometer. When used with submasters,<br />

the bottom button is the bump key. The top button can be used in two ways. When pressed in<br />

conjunction with the bump button it will act as a “Load” button for that fader and can be used to load<br />

submasters. When pressed individually, it will act as a group select button for all channels in that<br />

submaster. Pressing it in this instance is the same as entering [Group] [Sub] [x] on the command<br />

line.<br />

For playbacks, the bottom button acts as a [Go] button and the top button acts as a [Stop/Back]<br />

button, similar to the buttons beneath the master fader pair on <strong>Ion</strong>.<br />

When pressed together, these buttons act as a [Load] button for that fader which can be used to<br />

load faders or to use any of the fader controls such as {Release} or {Stop Effect}.<br />

Loading Faders<br />

To load a submaster or playback onto an unmapped fader, specify the desired submaster or cue list<br />

on the command line and press [Enter]. Then press both fader buttons (which equals [Load]).<br />

To load contents to a fader that is already mapped, you may have to release the fader by pressing<br />

and holding [Fader Controls], pressing {Release}, and then pressing both fader buttons ([Load]).<br />

To assign a fader as a Grandmaster, you must do so in the fader configurator in setup.<br />

Fader Wing Paging<br />

The fader wing is paged using the [Fader Controls] button on the <strong>Ion</strong> console. Fader pages are<br />

delineated in 20 fader increments. If you advance to the next fader page, your entire fader wing<br />

array will advance by a total of 20 faders.<br />

For Example:<br />

If you have a 1x20 and a 2x20 attached to <strong>Ion</strong>, the initial fader configuration will be faders<br />

1-20 on the 1x20 and faders 21-60 on the 2x20.<br />

If you then advance to the next fader page (using the steps below), the 1x20 wing will<br />

assume faders 21-40 and the 2x20 will assume faders 41-80. This represents an overall<br />

increment of 20 faders for the entire fader wing configuration.<br />

To change the fader page of a fader wing:<br />

Step 1: Press and hold the [Fader Controls] button on the <strong>Ion</strong> console. The LCD on the fader<br />

wing will display the available pages beneath the fader bump buttons.<br />

Step 2: Press the bump button corresponding to the page you wish to display on the fader<br />

wing. The fader wing will display those faders after your selection is made.<br />

F Universal Fader Wings 339


Using the Faders<br />

When the page is changed, the fader wing LCD will display information for any mapped submaster<br />

or loaded playback. Unmapped faders will display no information.<br />

Submaster LEDs will illuminate in the color of the new submaster loaded on the page (green for<br />

additive and red for inhibitive). Fader wing submasters are not motorized, therefore when you<br />

change pages you may have to manually reset the fader to the proper location to reflect its current<br />

output level. If a submaster setting must be matched to gain control, the LED will flash quickly in the<br />

appropriate color. The LED will stop flashing and illuminate normally once the fader has been<br />

moved to the required location.<br />

When loaded with a playback, you may use the fader to interrupt a fade in progress and switch the<br />

fade to manual timing. First press [Go] and while the fade is in progress, drop the fader to zero and<br />

the raise the fader at the desired rate. Once it is raised fully, the fade will complete and control will<br />

be returned to the buttons.<br />

340 <strong>Ion</strong> Operations Manual


Index<br />

Symbols<br />

-% . . . . . . . . . . . . . . . . . . . . . . . . . . . 122<br />

+% . . . . . . . . . . . . . . . . . . . . . . . . . . 122<br />

Numerics<br />

1-to-1 patch. . . . . . . . . . . . . . . . . . . . . 60<br />

A<br />

about<br />

about . . . . . . . . . . . . . . . . . . . . . 246<br />

channel. . . . . . . . . . . . . . . . 249, 250<br />

cue . . . . . . . . . . . . . . . . . . . . . . . 253<br />

palettes. . . . . . . . . . . . . . . . . . . . 253<br />

presets . . . . . . . . . . . . . . . . . . . . 253<br />

system . . . . . . . . . . . . . . . . . . . . 247<br />

absolute data<br />

with palettes . . . . . . . . . . . . . . . . 144<br />

absolute effects. . . . . . . . . . . . . . . . . 237<br />

active cue list<br />

changing. . . . . . . . . . . . . . . . . . . 190<br />

Address<br />

in live . . . . . . . . . . . . . . . . . . . . . 127<br />

address<br />

parking in live . . . . . . . . . . . . . . . 224<br />

allfade . . . . . . . . . . . . . . . . . . . . 163, 190<br />

analog inputs . . . . . . . . . . . . . . . . . . 283<br />

assert<br />

and load . . . . . . . . . . . . . . . . . . . 218<br />

at channel level . . . . . . . . . . . . . 189<br />

at cue level . . . . . . . . . . . . . . . . . 189<br />

cue list . . . . . . . . . . . . . . . . . . . . 218<br />

flags . . . . . . . . . . . . . . . . . . . . . . 163<br />

using with cue lists . . . . . . . . . . . 189<br />

assign<br />

virtual faders. . . . . . . . . . . . . . . . 214<br />

At Enter. . . . . . . . . . . . . . . . . . . . . . . 165<br />

AutoMark . . . . . . . . . . . . . . . . . . . . . 176<br />

allowing live moves . . . . . . . . . . 176<br />

timing . . . . . . . . . . . . . . . . . . . . . 176<br />

B<br />

back (key) . . . . . . . . . . . . . . . . . . . . . 215<br />

backup . . . . . . . . . . . . . . . . . . . 307–313<br />

backup console . . . . . . . . . . . . . 307<br />

client . . . . . . . . . . . . . . . . . . . . . 307<br />

master . . . . . . . . . . . . . . . . . . . . 307<br />

offline console . . . . . . . . . . . . . . 307<br />

primary. . . . . . . . . . . . . . . . . . . . 307<br />

backup console<br />

definition . . . . . . . . . . . . . . . . . . 307<br />

basic manual control . . . . . . . . . . . . 107<br />

beam palette<br />

description . . . . . . . . . . . . . . . . . 138<br />

blind<br />

channel display . . . . . . . . . . . . . 144<br />

display indicators . . . . . . . . . . . . . 35<br />

editing cues in . . . . . . . . . . . . . . 171<br />

editing palettes in. . . . . . . . . . . . 144<br />

editing presets in . . . . . . . . . . . . 135<br />

recording cues in . . . . . . . . . . . . 171<br />

spreadsheet view. . . . . . . . . . . . . 45<br />

edit palettes in . . . . . . . . . . . 145<br />

storing multipart cues in. . . . . . . 207<br />

text indicators . . . . . . . . . . . . . . . 37<br />

using encoders in . . . . . . . . . . . 173<br />

block. . . . . . . . . . . . . . . . . . . . . . . . . 162<br />

channels/parameters . . . . . . . . . 162<br />

cues . . . . . . . . . . . . . . . . . . . . . . 162<br />

browser . . . . . . . . . . . . . . . . . . . . . . . 27<br />

clear. . . . . . . . . . . . . . . . . . . . . . . 32<br />

file<br />

save as . . . . . . . . . . . . . . . . . 55<br />

Image. . . . . . . . . . . . . . . . . . . . . . 29<br />

navigating within . . . . . . . . . . . . . 29<br />

virtual keyboard . . . . . . . . . . . . . . 29<br />

bump button<br />

timing . . . . . . . . . . . . . . . . . . . . . 261<br />

C<br />

calibrate scroller . . . . . . . . . . . . . . . . . 78<br />

capture . . . . . . . . . . . . . . . . . . . . . . . 200<br />

Central Information Area (CIA). . . . . . 27<br />

browser . . . . . . . . . . . . . . . . . . . . 27<br />

locking . . . . . . . . . . . . . . . . . . . . . 28<br />

parameter display . . . . . . . . . . . . 27<br />

parameter display in . . . . . . . . . 111<br />

unlocking . . . . . . . . . . . . . . . . . . . 28<br />

virtual keyboard . . . . . . . . . . . . . . 29<br />

341


channel<br />

compound patching . . . . . . . . . . . 67<br />

unpatching . . . . . . . . . . . . . . . . . . 65<br />

channel check. . . . . . . . . . . . . . . . . . 127<br />

channels<br />

asserting. . . . . . . . . . . . . . . . . . . 189<br />

display conventions . . . . . . . . . . . 35<br />

homing . . . . . . . . . . . . . . . . . . . . 119<br />

multiple intensity. . . . . . . . . . . . . 120<br />

ordered with groups . . . . . . . . . . . 88<br />

selecting . . . . . . . . . . . . . . . . . . . 108<br />

in patch . . . . . . . . . . . . . . . . . 63<br />

using about. . . . . . . . . . . . . 249, 250<br />

CIA. See Central Information Area<br />

cleaning <strong>Ion</strong> . . . . . . . . . . . . . . . . . . . . 13<br />

clear<br />

cue attributes . . . . . . . . . . . . . . . 161<br />

filters. . . . . . . . . . . . . . . . . . . . . . 185<br />

patch . . . . . . . . . . . . . . . . . . . . . . 60<br />

submaster . . . . . . . . . . . . . . . . . 260<br />

clear functions. . . . . . . . . . . . . . . . . . . 32<br />

client console<br />

definition . . . . . . . . . . . . . . . . . . 307<br />

close<br />

displays . . . . . . . . . . . . . . . . . . . . 33<br />

color control<br />

from encoders . . . . . . . . . . . . . . 117<br />

color effects . . . . . . . . . . . . . . . . . . . 240<br />

color indicators<br />

in live/blind . . . . . . . . . . . . . . . . . . 36<br />

color palette<br />

description . . . . . . . . . . . . . . . . . 138<br />

color picker<br />

description. . . . . . . . . . . . . . . . . 118<br />

command history . . . . . . . . . . . . . . . 201<br />

command line<br />

about . . . . . . . . . . . . . . . . . . . . . . 27<br />

syntax structure . . . . . . . . . . . . . . . 4<br />

compound channel<br />

patching . . . . . . . . . . . . . . . . . . . . 67<br />

configuration utility . . . . . . . . . . 293–303<br />

configure<br />

gateways . . . . . . . . . . . . . . . . . . . 15<br />

grandmaster . . . . . . . . . . . . . . . . . 96<br />

<strong>Ion</strong> DMX ports . . . . . . . . . . . . . . 305<br />

nodes . . . . . . . . . . . . . . . . . . . . . . 15<br />

show control ports . . . . . . . . . . . 305<br />

console<br />

capacities. . . . . . . . . . . . . . . . . . . 14<br />

cleaning . . . . . . . . . . . . . . . . . . . . 13<br />

geography . . . . . . . . . . . . . . . . . . 12<br />

playback controls. . . . . . . . . . . . 210<br />

conventional fixtures<br />

display conventions . . . . . . . . . . . 35<br />

patching (dimmers) . . . . . . . . . . . 64<br />

copy<br />

fixture. . . . . . . . . . . . . . . . . . . . . . 85<br />

copy to . . . . . . . . . . . . . . . . . . . . . . . 196<br />

create<br />

cue. . . . . . . . . . . . . . . . . . . . . . . 151<br />

cue list . . . . . . . . . . . . . . . . . . . . 188<br />

curve . . . . . . . . . . . . . . . . . . . . . 273<br />

fixture in patch . . . . . . . . . . . . . . . 81<br />

group . . . . . . . . . . . . . . . . . . . . . . 88<br />

macro<br />

using editor display . . . . . . . 268<br />

new fixture . . . . . . . . . . . . . . . . . . 82<br />

palette . . . . . . . . . . . . . . . . . . . . 139<br />

preset. . . . . . . . . . . . . . . . . . . . . 130<br />

submaster . . . . . . . . . . . . . . . . . 256<br />

cue<br />

selected, the . . . . . . . . . . . . . . . 211<br />

in blind. . . . . . . . . . . . . . . . . 211<br />

in live . . . . . . . . . . . . . . . . . . 211<br />

cue level timing<br />

setting . . . . . . . . . . . . . . . . . . . . 155<br />

cue list index . . . . . . . . . . . . . . . . . . 192<br />

{edit} . . . . . . . . . . . . . . . . . . . . . 194<br />

{HTP/LTP} . . . . . . . . . . . . . . . . . 193<br />

{independent} . . . . . . . . . . . . . . 193<br />

{move to} . . . . . . . . . . . . . . . . . . 194<br />

{Solo Mode} . . . . . . . . . . . . . . . . 194<br />

opening . . . . . . . . . . . . . . . . . . . 192<br />

cue lists<br />

{assert} & {load}. . . . . . . . . . . . . 218<br />

active list, changing the . . . . . . . 190<br />

attributes . . . . . . . . . . . . . . . . . . 193<br />

new, recording to<br />

using {Record Only} . . . . . . 188<br />

using {Record}. . . . . . . . . . . 188<br />

recording to new . . . . . . . . . . . . 188<br />

using assert . . . . . . . . . . . . . . . . 189<br />

Cue Only mode<br />

deleting cues in . . . . . . . . . . . . . 174<br />

cue playback . . . . . . . . . . . . . . . . . . 209<br />

cue settings<br />

342 <strong>Ion</strong> Operations Manual


in setup. . . . . . . . . . . . . . . . . . . . . 95<br />

cues<br />

{At} {Enter} . . . . . . . . . . . . . . . . . 165<br />

about . . . . . . . . . . . . . . . . . . . . . 150<br />

applying curves to . . . . . . . . . . . 275<br />

asserting. . . . . . . . . . . . . . . . . . . 189<br />

attributes . . . . . . . . . . . . . . . . . . 159<br />

clearing . . . . . . . . . . . . . . . . 161<br />

follow/hang. . . . . . . . . . . . . . 159<br />

label . . . . . . . . . . . . . . . . . . . 161<br />

link/loop . . . . . . . . . . . . . . . . 160<br />

rate. . . . . . . . . . . . . . . . . . . . 161<br />

basic programming. . . . . . . . . . . 150<br />

block. . . . . . . . . . . . . . . . . . . . . . 162<br />

cue list index . . . . . . . . . . . . . . . 192<br />

opening . . . . . . . . . . . . . . . . 192<br />

deleting. . . . . . . . . . . . . . . . . . . . 174<br />

in Cue Only mode . . . . . . . . 174<br />

in Track mode . . . . . . . . . . . 174<br />

editing in blind . . . . . . . . . . . . . . 171<br />

execute list . . . . . . . . . . . . . . . . . 164<br />

flags . . . . . . . . . . . . . . . . . . . . . . 162<br />

allfade . . . . . . . . . . . . . . . . . 163<br />

assert . . . . . . . . . . . . . . . . . . 163<br />

block . . . . . . . . . . . . . . . . . . 162<br />

mark. . . . . . . . . . . . . . . . . . . 163<br />

preheat. . . . . . . . . . . . . . . . . 163<br />

go to cue . . . . . . . . . . . . . . . . . . 213<br />

manual control during playback . 216<br />

modifying<br />

from spreadsheet view. . . . . 172<br />

from summary view . . . . . . . 172<br />

from table view. . . . . . . . . . . 172<br />

using {At} {Enter} . . . . . . . . . 165<br />

using {move to}<br />

in blind. . . . . . . . . . . . . . 173<br />

in live . . . . . . . . . . . . . . . 166<br />

using {Record Only}. . . . . . . 166<br />

using {Record} . . . . . . . . . . . 165<br />

using {Replace With} . . . . . . 173<br />

using {Update} . . . . . . . . . . . 167<br />

modifying in live . . . . . . . . . . . . . 165<br />

multipart<br />

about . . . . . . . . . . . . . . . . . . 203<br />

changing to . . . . . . . . . . . . . 207<br />

changing to a standard cue . 207<br />

deleting a part . . . . . . . . . . . 207<br />

setting part attributes . . . . . . 205<br />

numbering . . . . . . . . . . . . . . . . . 150<br />

out of sequence . . . . . . . . . . . . . 212<br />

using go to cue . . . . . . . . . . 213<br />

part. See cues - multipart<br />

recording<br />

using {Record Only} . . . . . . 152<br />

using {Record}. . . . . . . . . . . 151<br />

recording in blind . . . . . . . . . . . . 171<br />

recording in live . . . . . . . . . . . . . 151<br />

recording multiparts in live. . . . . 204<br />

settings<br />

in setup . . . . . . . . . . . . . . . . . 95<br />

storing<br />

selective . . . . . . . . . . . . . . . 153<br />

using {Cue Only/Track}<br />

in Cue Only mode. . . . . 154<br />

in Track mode. . . . . . . . 154<br />

storing multiparts in blind. . . . . . 207<br />

timing . . . . . . . . . . . . . . . . . . . . . 155<br />

delay . . . . . . . . . . . . . . . . . . 159<br />

discrete . . . . . . . . . . . . . . . . 158<br />

manual . . . . . . . . . . . . . . . . 156<br />

parameter category . . . . . . . 156<br />

setting . . . . . . . . . . . . . . . . . 155<br />

updating<br />

to references . . . . . . . . . . . . 168<br />

without references. . . . . . . . 168<br />

updating multiparts in live . . . . . 206<br />

using {About} . . . . . . . . . . . . . . . 253<br />

using {Allfade} . . . . . . . . . . . . . . 190<br />

curve<br />

delete. . . . . . . . . . . . . . . . . . . . . 275<br />

in patch . . . . . . . . . . . . . . . . . . . . 70<br />

curves<br />

about . . . . . . . . . . . . . . . . . . . . . 272<br />

applying<br />

to channels in patch . . . . . . 275<br />

to cues. . . . . . . . . . . . . . . . . 275<br />

creating . . . . . . . . . . . . . . . . . . . 273<br />

editing . . . . . . . . . . . . . . . . . . . . 274<br />

custom fixture. . . . . . . . . . . . . . . . . . . 85<br />

D<br />

data (navigation key) . . . . . . . . . . . . . 39<br />

database settings, in patch . . . . . . . . 72<br />

delay timing . . . . . . . . . . . . . . . . . . . 159<br />

delete<br />

cues . . . . . . . . . . . . . . . . . . . . . . 174<br />

curves . . . . . . . . . . . . . . . . . . . . 275<br />

groups . . . . . . . . . . . . . . . . . . . . . 89<br />

macros. . . . . . . . . . . . . . . . . . . . 270<br />

palettes . . . . . . . . . . . . . . . . . . . 147<br />

parts from multipart cues . . . . . . 207<br />

343


presets . . . . . . . . . . . . . . . . . . . . 136<br />

show file . . . . . . . . . . . . . . . . . . . . 57<br />

submasters. . . . . . . . . . . . . . . . . 260<br />

desk setup . . . . . . . . . . . . . . . . . . . . 100<br />

device type<br />

setting in patch . . . . . . . . . . . . . . . 63<br />

dimmer<br />

patching . . . . . . . . . . . . . . . . . . . . 64<br />

See address.<br />

dimmer check<br />

See {Address}<br />

dimmer doubling<br />

in patch. . . . . . . . . . . . . . . . . . . . . 65<br />

direct selects<br />

opening . . . . . . . . . . . . . . . . . . . . 30<br />

organizing. . . . . . . . . . . . . . . . . . . 30<br />

selecting channels with . . . . . . . . 31<br />

discrete timing. . . . . . . . . . . . . . . . . . 158<br />

display<br />

indicators<br />

mark. . . . . . . . . . . . . . . . . . . 178<br />

display indicators . . . . . . . . . . . . . . . . 35<br />

displays<br />

attribute, in patch . . . . . . . . . . . . . 70<br />

blind channel . . . . . . . . . . . . . . . 144<br />

changing format . . . . . . . . . . . . . . 43<br />

close. . . . . . . . . . . . . . . . . . . . . . . 33<br />

color indicators . . . . . . . . . . . . . . . 36<br />

controlling. . . . . . . . . . . . . . . . . . . 33<br />

conventions . . . . . . . . . . . . . . . . . 35<br />

database, in patch . . . . . . . . . . . . 72<br />

effect status . . . . . . . . . . . . . . . . 233<br />

expanding. . . . . . . . . . . . . . . . . . . 35<br />

macro editor . . . . . . . . . . . . . . . . 266<br />

navigating. . . . . . . . . . . . . . . . . . . 33<br />

open . . . . . . . . . . . . . . . . . . . . . . . 33<br />

from the browser . . . . . . . . . . 33<br />

from the hardkeys . . . . . . . . . 33<br />

from the softkeys . . . . . . . . . . 33<br />

parameter. . . . . . . . . . . . . . . . . . . 27<br />

park<br />

parking from. . . . . . . . . . . . . 225<br />

patch<br />

opening . . . . . . . . . . . . . . . . . 61<br />

settings . . . . . . . . . . . . . . . . . 68<br />

playback status<br />

color indicators. . . . . . . . . . . . 41<br />

indicators in . . . . . . . . . . . . . . 41<br />

text indicators. . . . . . . . . . . . . 41<br />

scrolling within . . . . . . . . . . . . . . . 34<br />

spreadsheet view. . . . . . . . . . . . . 45<br />

summary data view . . . . . . . . . . . 43<br />

swap . . . . . . . . . . . . . . . . . . . . . . 34<br />

table view. . . . . . . . . . . . . . . . . . . 44<br />

zooming . . . . . . . . . . . . . . . . . . . . 34<br />

DMX<br />

outputting. . . . . . . . . . . . . . . . . . . 15<br />

from <strong>Ion</strong> . . . . . . . . . . . . . . . . 305<br />

344 <strong>Ion</strong> Operations Manual<br />

E<br />

edit (softkey)<br />

in cue list index . . . . . . . . . . . . . 194<br />

editing<br />

cues in blind. . . . . . . . . . . . . . . . 171<br />

curves . . . . . . . . . . . . . . . . . . . . 274<br />

effect<br />

live. . . . . . . . . . . . . . . . . . . . 242<br />

from submaster list . . . . . . . . . . 262<br />

groups<br />

from group list index . . . . . . . 90<br />

groups in live . . . . . . . . . . . . . . . . 89<br />

macros. . . . . . . . . . . . . . . . . . . . 269<br />

palettes in blind . . . . . . . . . . . . . 144<br />

palettes in live . . . . . . . . . . . . . . 143<br />

palettes in spreadsheet view . . . 145<br />

parameters in new fixture . . . . . . 82<br />

presets. . . . . . . . . . . . . . . . . . . . 133<br />

in spreadsheet view . . . . . . 136<br />

in table view . . . . . . . . . . . . 135<br />

presets in blind . . . . . . . . . . . . . 135<br />

ranges for new fixture . . . . . . . . . 85<br />

scroller in patch . . . . . . . . . . . . . . 77<br />

wheel in patch . . . . . . . . . . . . . . . 77<br />

effects<br />

about . . . . . . . . . . . . . . . . . . . . . 228<br />

absolute . . . . . . . . . . . . . . . . . . . 237<br />

programming . . . . . . . . . . . . 238<br />

applying an existing . . . . . . . . . . 242<br />

color. . . . . . . . . . . . . . . . . . . . . . 240<br />

editing<br />

live. . . . . . . . . . . . . . . . . . . . 242<br />

focus . . . . . . . . . . . . . . . . . . . . . 239<br />

linear . . . . . . . . . . . . . . . . . . . . . 240<br />

relative . . . . . . . . . . . . . . . . . . . . 239<br />

color . . . . . . . . . . . . . . . . . . 240<br />

defining a pattern . . . . . . . . 241<br />

focus . . . . . . . . . . . . . . . . . . 239<br />

linear . . . . . . . . . . . . . . . . . . 240


programming . . . . . . . . . . . . 241<br />

status display . . . . . . . . . . . . . . . 233<br />

step . . . . . . . . . . . . . . . . . . . . . . 234<br />

programming . . . . . . . . . . . . 235<br />

stopping . . . . . . . . . . . . . . . . . . . 242<br />

submasters. . . . . . . . . . . . . . . . . 243<br />

using {Stop Effect} . . . . . . . . . . . 219<br />

encoders<br />

about . . . . . . . . . . . . . . . . . . . . . . 46<br />

color control . . . . . . . . . . . . . . . . 117<br />

image control . . . . . . . . . . . . . . . 116<br />

LCD<br />

description . . . . . . . . . . . . . . 113<br />

form control . . . . . . . . . . . . . 116<br />

Image of. . . . . . . . . . . . . . . . 113<br />

locking . . . . . . . . . . . . . . . . . . . . . 46<br />

navigating. . . . . . . . . . . . . . . . . . . 46<br />

setting non-intensity parameters 112<br />

shutter control . . . . . . . . . . . . . . 117<br />

using in blind . . . . . . . . . . . . . . . 173<br />

virtual<br />

opening . . . . . . . . . . . . . . . . 115<br />

use . . . . . . . . . . . . . . . . . . . . 115<br />

with scroller calibration . . . . . 78<br />

enter (key)<br />

using in syntax . . . . . . . . . . . . . . . . 5<br />

Eos/<strong>Ion</strong> User Forums . . . . . . . . . . . . . . 8<br />

<strong>ETC</strong> locations . . . . . . . . . . . . . . . . . . . . 3<br />

<strong>ETC</strong> Technical Services . . . . . . . . . . . . 3<br />

execute list . . . . . . . . . . . . . . . . . . . . 164<br />

expanding displays . . . . . . . . . . . . . . . 35<br />

export<br />

.csv. . . . . . . . . . . . . . . . . . . . . . . . 56<br />

ASCII . . . . . . . . . . . . . . . . . . . . . . 56<br />

Fast Focus Pro. . . . . . . . . . . . . . . 56<br />

show file . . . . . . . . . . . . . . . . . . . . 56<br />

F<br />

facepanel<br />

locking . . . . . . . . . . . . . . . . . . . . . 28<br />

fader control (hardkey) . . . . . . . . . . . 215<br />

fader pages. . . . . . . . . . . . . . . . . . . . 214<br />

faders<br />

assigning . . . . . . . . . . . . . . . . . . 214<br />

auto playback enabled. . . . . 214<br />

manually . . . . . . . . . . . . . . . 214<br />

changing pages . . . . . . . . . . . . . 214<br />

configuration in setup . . . . . . . . . . 96<br />

fader control (hardkey) . . . . . . . 215<br />

intensity master . . . . . . . . . . . . . 194<br />

playback . . . . . . . . . . . . . . . . . . 209<br />

playback controls. . . . . . . . 215–220<br />

go . . . . . . . . . . . . . . . . . . . . 215<br />

stop/back. . . . . . . . . . . . . . . 215<br />

proportional . . . . . . . . . . . . . . . . 194<br />

rate override . . . . . . . . . . . . . . . 220<br />

release. . . . . . . . . . . . . . . . . . . . 219<br />

slider module . . . . . . . . . . . . . . . . 30<br />

turning off. . . . . . . . . . . . . . . . . . 219<br />

virtual . . . . . . . . . . . . . . . . . . . . . 214<br />

assigning . . . . . . . . . . . . . . . 214<br />

virtual See Slider module. . . . . . . 30<br />

file<br />

create new show . . . . . . . . . . . . . 48<br />

filters<br />

about . . . . . . . . . . . . . . . . . . . . . 183<br />

partial filters . . . . . . . . . . . . . . . . 185<br />

record filters. . . . . . . . . . . . . . . . 184<br />

storing data with . . . . . . . . . 186<br />

removing . . . . . . . . . . . . . . . . . . 185<br />

using with palettes . . . . . . . . . . . 141<br />

fixture creator . . . . . . . . . . . . . . . . . . . 81<br />

opening . . . . . . . . . . . . . . . . . . . . 81<br />

update library. . . . . . . . . . . . . . . . 85<br />

fixture library<br />

updating in show file . . . . . . . . . . 85<br />

flags . . . . . . . . . . . . . . . . . . . . . . . . . 162<br />

allfade . . . . . . . . . . . . . . . . . . . . 163<br />

block . . . . . . . . . . . . . . . . . . . . . 162<br />

channels/parameters. . . . . . 162<br />

cues. . . . . . . . . . . . . . . . . . . 162<br />

mark. . . . . . . . . . . . . . . . . . . . . . 163<br />

flash . . . . . . . . . . . . . . . . . . . . . . . . . 128<br />

flexichannel<br />

description . . . . . . . . . . . . . . . . . . 40<br />

partitioned . . . . . . . . . . . . . . . . . 292<br />

flip. . . . . . . . . . . . . . . . . . . . . . . . . . . 126<br />

focus effects . . . . . . . . . . . . . . . . . . . 239<br />

focus palette<br />

description . . . . . . . . . . . . . . . . . 138<br />

follow/hang . . . . . . . . . . . . . . . . . . . . 159<br />

form control . . . . . . . . . . . . . . . . . . . 116<br />

group list index<br />

using . . . . . . . . . . . . . . . . . . . . . . 90<br />

format<br />

changing . . . . . . . . . . . . . . . . . . . 43<br />

345


patch view . . . . . . . . . . . . . . . . . . 61<br />

summary data view . . . . . . . . . . . 43<br />

freeze . . . . . . . . . . . . . . . . . . . . . . . . 218<br />

G<br />

gateways. . . . . . . . . . . . . . . . . . . . . . . 15<br />

go (key). . . . . . . . . . . . . . . . . . . . . . . 215<br />

in playback . . . . . . . . . . . . . . . . . 215<br />

Go To Cue<br />

timing . . . . . . . . . . . . . . . . . . . . . 213<br />

go to cue. . . . . . . . . . . . . . . . . . . . . . 213<br />

with multiple cue lists . . . . . . . . . 191<br />

go to cue 0<br />

& {Load} . . . . . . . . . . . . . . . . . . . 215<br />

command line. . . . . . . . . . . . . . . 191<br />

playback button . . . . . . . . . . . . . 215<br />

go to cue out. . . . . . . . . . . . . . . . . . . 191<br />

grandmaster<br />

configuring . . . . . . . . . . . . . . . . . . 96<br />

Graphical User Interface (GUI)<br />

display conventions . . . . . . . . . . . 35<br />

group list index . . . . . . . . . . . . . . . . . . 90<br />

editing from . . . . . . . . . . . . . . . . . 90<br />

opening . . . . . . . . . . . . . . . . . . . . 90<br />

groups<br />

about . . . . . . . . . . . . . . . . . . 87, 277<br />

deleting. . . . . . . . . . . . . . . . . . . . . 89<br />

editing<br />

from the group list index . . . . 90<br />

editing in live . . . . . . . . . . . . . . . . 89<br />

group list index<br />

opening . . . . . . . . . . . . . . . . . 90<br />

numeric view . . . . . . . . . . . . . . . . 90<br />

ordered channels . . . . . . . . . . . . . 88<br />

ordered view. . . . . . . . . . . . . . . . . 90<br />

recalling . . . . . . . . . . . . . . . . . . . . 89<br />

recording in live . . . . . . . . . . . . . . 88<br />

recording with offset . . . . . . . . . . . 89<br />

selecting . . . . . . . . . . . . . . . . . . . . 89<br />

updating in live . . . . . . . . . . . . . . . 89<br />

GUI. See Graphical User Interface<br />

H<br />

hang . . . . . . . . . . . . . . . . . . . . . . . . . 159<br />

help system<br />

description. . . . . . . . . . . . . . . . . . . 8<br />

high See highlight<br />

highlight . . . . . . . . . . . . . . . . . . . . . . 125<br />

rem dim . . . . . . . . . . . . . . . . . . . 125<br />

home (hardkey) . . . . . . . . . . . . . . . . 119<br />

HTP . . . . . . . . . . . . . . . . . . . . . . . . . . . 7<br />

in cue list index . . . . . . . . . . . . . 193<br />

346 <strong>Ion</strong> Operations Manual<br />

I<br />

image control<br />

from encoders . . . . . . . . . . . . . . 116<br />

import<br />

ASCII . . . . . . . . . . . . . . . . . . . . . . 56<br />

custom fixture . . . . . . . . . . . . . . . 85<br />

Light Wright . . . . . . . . . . . . . . . . . 56<br />

show file. . . . . . . . . . . . . . . . . . . . 56<br />

in . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90<br />

independent<br />

in cue list index . . . . . . . . . . . . . 193<br />

indicators<br />

in playback status display . . . . . . 41<br />

indicators in live/blind. . . . . . . . . . . . . 35<br />

intensity<br />

manual override in playback . . . 217<br />

set with level wheel . . . . . . . . . . 110<br />

setting . . . . . . . . . . . . . . . . . . . . 110<br />

-% . . . . . . . . . . . . . . . . . . . . 122<br />

+%. . . . . . . . . . . . . . . . . . . . 122<br />

intensity master . . . . . . . . . . . . . . . . 194<br />

intensity palettes<br />

description . . . . . . . . . . . . . . . . . 138<br />

iRFR. . . . . . . . . . . . . . . . . . . . . . . . . 334<br />

K<br />

keypad<br />

selecting channels with . . . . . . . 108<br />

setting parameters with . . . . . . . 112<br />

keywords<br />

adding in patch . . . . . . . . . . . . . . 80<br />

L<br />

label<br />

cue. . . . . . . . . . . . . . . . . . . . . . . 161<br />

lamp controls . . . . . . . . . . . . . . . . . . 121<br />

last (key). . . . . . . . . . . . . . . . . . . . . . 109<br />

learn (key) . . . . . . . . . . . . . . . . . . . . 264<br />

using in show control . . . . . . . . . 281<br />

level wheel


setting intensity with . . . . . . . . . . 110<br />

linear effects . . . . . . . . . . . . . . . . . . . 240<br />

link/loop. . . . . . . . . . . . . . . . . . . . . . . 160<br />

list view<br />

group . . . . . . . . . . . . . . . . . . . . . . 90<br />

palettes. . . . . . . . . . . . . . . . . . . . 146<br />

presets . . . . . . . . . . . . . . . . . . . . 134<br />

opening . . . . . . . . . . . . . . . . 134<br />

submaster<br />

editing from . . . . . . . . . . . . . 262<br />

opening . . . . . . . . . . . . . . . . 262<br />

Littlites. . . . . . . . . . . . . . . . . . . . . . . . . 13<br />

live<br />

{Address} . . . . . . . . . . . . . . . . . . 127<br />

display indicators . . . . . . . . . . . . . 35<br />

editing effects in . . . . . . . . . . . . . 242<br />

editing groups in. . . . . . . . . . . . . . 89<br />

editing palettes in . . . . . . . . . . . . 143<br />

editing presets in . . . . . . . . . . . . 133<br />

modifying cues in . . . . . . . . . . . . 165<br />

park . . . . . . . . . . . . . . . . . . . . . . 223<br />

parking addresses in . . . . . . . . . 224<br />

recording cues in . . . . . . . . . . . . 151<br />

recording multipart cues in . . . . . 204<br />

storing macros in . . . . . . . . . . . . 264<br />

storing presets in . . . . . . . . . . . . 130<br />

text indicators . . . . . . . . . . . . . . . . 37<br />

updating groups in . . . . . . . . . . . . 89<br />

updating multipart cues in . . . . . 206<br />

load<br />

partial show . . . . . . . . . . . . . . . . . 49<br />

submaster . . . . . . . . . . . . . . . . . 259<br />

lock icon . . . . . . . . . . . . . . . . . . . . . . . 28<br />

locking<br />

facepanel . . . . . . . . . . . . . . . . . . . 28<br />

loop. . . . . . . . . . . . . . . . . . . . . . . . . . 160<br />

low See lowlight<br />

lowlight . . . . . . . . . . . . . . . . . . . . . . . 125<br />

LTP . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7<br />

in cue list index. . . . . . . . . . . . . . 193<br />

M<br />

macro editor display . . . . . . . . . . . . . 266<br />

macros<br />

about . . . . . . . . . . . . . . . . . . . . . 263<br />

create new<br />

using editor display . . . . . . . 268<br />

deleting. . . . . . . . . . . . . . . . . . . . 270<br />

editing . . . . . . . . . . . . . . . . . . . . 269<br />

editor display . . . . . . . . . . . . . . . 266<br />

playing . . . . . . . . . . . . . . . . . . . . 270<br />

stopping . . . . . . . . . . . . . . . . . . . 270<br />

storing in live . . . . . . . . . . . . . . . 264<br />

using {Learn} . . . . . . . . . . . . . . . 264<br />

make manual<br />

about . . . . . . . . . . . . . . . . . . . . . 199<br />

with multiple cue lists. . . . . . . . . 188<br />

make null<br />

about . . . . . . . . . . . . . . . . . . . . . 198<br />

managing show files. . . . . . . . . . . . . . 47<br />

manual control<br />

{last}. . . . . . . . . . . . . . . . . . . . . . 109<br />

{next} . . . . . . . . . . . . . . . . . . . . . 109<br />

advanced . . . . . . . . . . . . . . . . . . 195<br />

capture . . . . . . . . . . . . . . . . 200<br />

copy to. . . . . . . . . . . . . . . . . 196<br />

recall from . . . . . . . . . . . . . . 197<br />

channel check . . . . . . . . . . . . . . 127<br />

controlling non-intensity parameters<br />

(NPs). . . . . . . . . . . . . . . 111<br />

during playback . . . . . . . . . . . . . 216<br />

encoder LCD . . . . . . . . . . . . . . . 113<br />

flash . . . . . . . . . . . . . . . . . . . . . . 128<br />

flip . . . . . . . . . . . . . . . . . . . . . . . 126<br />

highlight . . . . . . . . . . . . . . . . . . . 125<br />

home (hardkey) . . . . . . . . . . . . . 119<br />

lowlight. . . . . . . . . . . . . . . . . . . . 125<br />

make manual . . . . . . . . . . . . . . . 199<br />

make null . . . . . . . . . . . . . . . . . . 198<br />

offset . . . . . . . . . . . . . . . . . . . . . 109<br />

remainder dim . . . . . . . . . . . . . . 123<br />

selecting channels . . . . . . . . . . . 108<br />

setting intensity . . . . . . . . . . . . . 110<br />

setting lamp controls . . . . . . . . . 121<br />

settings see setup.<br />

sneak . . . . . . . . . . . . . . . . . . . . . 126<br />

submasters . . . . . . . . . . . . . . . . 261<br />

timing<br />

manual, for cues . . . . . . . . . 156<br />

manual override (key) . . . . . . . . . . . 217<br />

in playback. . . . . . . . . . . . . . . . . 217<br />

mark<br />

about . . . . . . . . . . . . . . . . . . . . . 175<br />

allowing live moves . . . . . . . . . . 176<br />

AutoMark . . . . . . . . . . . . . . . . . . 176<br />

AutoMark timing. . . . . . . . . . . . . 176<br />

347


display indicators . . . . . . . . . . . . 178<br />

flag . . . . . . . . . . . . . . . . . . . . . . . 163<br />

referenced marks . . . . . . . . . . . . 177<br />

removing referenced marks . . . . 178<br />

setting referenced mark flags. . . 177<br />

timing, referenced marks . . . . . . 181<br />

master console<br />

definition . . . . . . . . . . . . . . . . . . 307<br />

merge<br />

.esf . . . . . . . . . . . . . . . . . . . . . . . . 52<br />

show file . . . . . . . . . . . . . . . . . . . . 52<br />

MIDI<br />

ports<br />

configuring . . . . . . . . . . . . . . 305<br />

setup . . . . . . . . . . . . . . . . . . . . . . 98<br />

Show Control . . . . . . . . . . . . . . . 283<br />

move to<br />

in patch. . . . . . . . . . . . . . . . . . . . . 65<br />

move to (softkey)<br />

about . . . . . . . . . . . . . . . . . . . . . 128<br />

in cue list index. . . . . . . . . . . . . . 194<br />

with cues in blind . . . . . . . . . . . . 173<br />

with cues in live . . . . . . . . . . . . . 166<br />

moving lights<br />

display conventions . . . . . . . . . . . 35<br />

patching . . . . . . . . . . . . . . . . . . . . 66<br />

multiconsole . . . . . . . . . . . . . . . 307–310<br />

features of . . . . . . . . . . . . . . . . . 310<br />

multipart cues . . . . . . . . . . . . . . . . . . 203<br />

about . . . . . . . . . . . . . . . . . . . . . 203<br />

attributes<br />

setting . . . . . . . . . . . . . . . . . 205<br />

changing into standard cues . . . 207<br />

changing standard cues into . . . 207<br />

recording in live . . . . . . . . . . . . . 204<br />

storing in blind . . . . . . . . . . . . . . 207<br />

updating in live . . . . . . . . . . . . . . 206<br />

multiple intensity channels . . . . . . . . 120<br />

multiple users . . . . . . . . . . . . . . . . . . 287<br />

N<br />

navigating<br />

encoders . . . . . . . . . . . . . . . . . . . 46<br />

navigation keys<br />

{data} . . . . . . . . . . . . . . . . . . . . . . 39<br />

{time} . . . . . . . . . . . . . . . . . . . . . . 39<br />

next (key) . . . . . . . . . . . . . . . . . . . . . 109<br />

nodes . . . . . . . . . . . . . . . . . . . . . . . . . 15<br />

non-intensity parameters (NPs)<br />

controlling . . . . . . . . . . . . . . . . . 111<br />

setting<br />

-% . . . . . . . . . . . . . . . . . . . . 122<br />

+%. . . . . . . . . . . . . . . . . . . . 122<br />

setting with encoders. . . . . . . . . 112<br />

NPs. See non-intensity parameters<br />

numbering<br />

cues . . . . . . . . . . . . . . . . . . . . . . 150<br />

numeric view<br />

groups . . . . . . . . . . . . . . . . . . . . . 90<br />

348 <strong>Ion</strong> Operations Manual<br />

O<br />

off (key)<br />

using with faders . . . . . . . . . . . . 219<br />

offline console<br />

definition . . . . . . . . . . . . . . . . . . 307<br />

offset . . . . . . . . . . . . . . . . . . . . . . . . 109<br />

channels in groups . . . . . . . . . . . 89<br />

in patch . . . . . . . . . . . . . . . . . . . . 72<br />

online forums<br />

register for . . . . . . . . . . . . . . . . . . . 8<br />

open<br />

direct selects . . . . . . . . . . . . . . . . 30<br />

displays . . . . . . . . . . . . . . . . . . . . 33<br />

from the browser . . . . . . . . . . 33<br />

from the hardkeys . . . . . . . . . 33<br />

from the softkeys. . . . . . . . . . 33<br />

fixture creator. . . . . . . . . . . . . . . . 81<br />

partial show . . . . . . . . . . . . . . . . . 49<br />

slider module . . . . . . . . . . . . . . . . 30<br />

virtual encoders . . . . . . . . . . . . . 115<br />

ordered channels . . . . . . . . . . . . . . . . 88<br />

ordered view<br />

groups . . . . . . . . . . . . . . . . . . . . . 90<br />

out<br />

go to cue . . . . . . . . . . . . . . . . . . 191<br />

out of sequence cues. . . . . . . . . . . . 212<br />

using go to cue . . . . . . . . . . . . . 213<br />

output address in patch . . . . . . . . . . . 63<br />

output DMX . . . . . . . . . . . . . . . . . . . . 15<br />

from <strong>Ion</strong> . . . . . . . . . . . . . . . . . . . 305<br />

P<br />

paging<br />

encoders . . . . . . . . . . . . . . . . . . . 46


faders . . . . . . . . . . . . . . . . . . . . . 214<br />

softkeys . . . . . . . . . . . . . . . . . . . . 46<br />

palettes<br />

about . . . . . . . . . . . . . . . . . . . . . 137<br />

as absolute data. . . . . . . . . . . . . 144<br />

beam . . . . . . . . . . . . . . . . . . . . . 138<br />

color . . . . . . . . . . . . . . . . . . . . . . 138<br />

deleting. . . . . . . . . . . . . . . . . . . . 147<br />

editing in blind . . . . . . . . . . . . . . 144<br />

spreadsheet view. . . . . . . . . 145<br />

editing in live . . . . . . . . . . . . . . . 143<br />

filters. . . . . . . . . . . . . . . . . . . . . . 141<br />

focus. . . . . . . . . . . . . . . . . . . . . . 138<br />

intensity . . . . . . . . . . . . . . . . . . . 138<br />

list view. . . . . . . . . . . . . . . . . . . . 146<br />

recalling . . . . . . . . . . . . . . . . . . . 142<br />

rerecording . . . . . . . . . . . . . . . . . 143<br />

selective storing<br />

using {Record} . . . . . . . . . . . 140<br />

storing . . . . . . . . . . . . . . . . . . . . 139<br />

using {Record only} . . . . . . . 140<br />

using {Record} . . . . . . . . . . . 139<br />

types of. . . . . . . . . . . . . . . . . . . . 138<br />

updating . . . . . . . . . . . . . . . . . . . 143<br />

using about. . . . . . . . . . . . . . . . . 253<br />

parameter category timing<br />

setting. . . . . . . . . . . . . . . . . . . . . 156<br />

parameter display<br />

about . . . . . . . . . . . . . . . . . . . . . 111<br />

parameters<br />

display . . . . . . . . . . . . . . . . . . . . . 27<br />

display in CIA . . . . . . . . . . . . . . . 111<br />

homing . . . . . . . . . . . . . . . . . . . . 119<br />

setting<br />

keypad, using. . . . . . . . . . . . 112<br />

park<br />

about . . . . . . . . . . . . . . . . . . . . . 222<br />

addresses in live . . . . . . . . . . . . 224<br />

display<br />

parking from. . . . . . . . . . . . . 225<br />

in live . . . . . . . . . . . . . . . . . . . . . 223<br />

scaled. . . . . . . . . . . . . . . . . . . . . 224<br />

part. See multipart cues<br />

partial filters . . . . . . . . . . . . . . . . . . . 185<br />

partial show loading . . . . . . . . . . . . . . 49<br />

partitioned control . . . . . . . . . . . . . . . 289<br />

about . . . . . . . . . . . . . . . . . . . . . 290<br />

create partitions . . . . . . . . . . . . . 291<br />

partition list . . . . . . . . . . . . . . . . 290<br />

selecting partitions. . . . . . . . . . . 290<br />

setup . . . . . . . . . . . . . . . . . . . . . 290<br />

using partitions . . . . . . . . . . . . . 292<br />

patch . . . . . . . . . . . . . . . . . . . . . . . . . 59<br />

1-to-1 . . . . . . . . . . . . . . . . . . . . . . 60<br />

adding keywords . . . . . . . . . . . . . 80<br />

applying curves in . . . . . . . . . . . 275<br />

assigning curves in . . . . . . . . . . . 70<br />

attribute display . . . . . . . . . . . . . . 70<br />

changing views in . . . . . . . . . . . . 61<br />

clear. . . . . . . . . . . . . . . . . . . . . . . 60<br />

compound channel . . . . . . . . . . . 67<br />

creating . . . . . . . . . . . . . . . . . . . . 63<br />

database display . . . . . . . . . . . . . 72<br />

device type<br />

setting . . . . . . . . . . . . . . . . . . 63<br />

dimmer. . . . . . . . . . . . . . . . . . . . . 64<br />

dimmer doubling . . . . . . . . . . . . . 65<br />

display . . . . . . . . . . . . . . . . . . . . . 61<br />

Image . . . . . . . . . . . . . . . . . . 68<br />

editing . . . . . . . . . . . . . . . . . . . . . 63<br />

scrollers. . . . . . . . . . . . . . . . . 74<br />

wheels . . . . . . . . . . . . . . . . . . 74<br />

editor . . . . . . . . . . . . . . . . . . . . . . 75<br />

fixture creator. . . . . . . . . . . . . . . . 81<br />

move to . . . . . . . . . . . . . . . . . . . . 65<br />

moving channels . . . . . . . . . . . . . 65<br />

moving light . . . . . . . . . . . . . . . . . 66<br />

offset, using . . . . . . . . . . . . . . . . . 72<br />

output address. . . . . . . . . . . . . . . 63<br />

picker . . . . . . . . . . . . . . . . . . . . . . 74<br />

preheat . . . . . . . . . . . . . . . . . . . . 70<br />

scroller picker . . . . . . . . . . . . . . . 74<br />

selecting channels in . . . . . . . . . . 63<br />

settings . . . . . . . . . . . . . . . . . . . . 68<br />

status column . . . . . . . . . . . . . . . 63<br />

tutorial<br />

patching dimmers . . . . . . . . . 64<br />

patching moving lights. . . . . . 66<br />

unpatch a channel . . . . . . . . . . . . 65<br />

wheel picker. . . . . . . . . . . . . . . . . 74<br />

Phone Remote . . . . . . . . . . . . . . . . . 323<br />

playback<br />

fader controls<br />

assert . . . . . . . . . . . . . . . . . 218<br />

freeze . . . . . . . . . . . . . . . . . 218<br />

Go . . . . . . . . . . . . . . . . . . . . 215<br />

manual override . . . . . . . . . 217<br />

349


off. . . . . . . . . . . . . . . . . . . . . 219<br />

rate override. . . . . . . . . . . . . 220<br />

release . . . . . . . . . . . . . . . . . 219<br />

stop effect . . . . . . . . . . . . . . 219<br />

Stop/Back . . . . . . . . . . . . . . 215<br />

timing disable. . . . . . . . . . . . 218<br />

intensity<br />

manual override . . . . . . . . . . 217<br />

manual control during. . . . . . . . . 216<br />

out of sequence cues . . . . . . . . . 212<br />

using {Go} . . . . . . . . . . . . . . . . . 215<br />

using {stop/back} . . . . . . . . . . . . 215<br />

using go to cue. . . . . . . . . . . . . . 213<br />

playback faders<br />

about . . . . . . . . . . . . . . . . . . . . . 209<br />

playback status display<br />

color indicators . . . . . . . . . . . . . . . 41<br />

indicators . . . . . . . . . . . . . . . . . . . 41<br />

text indicators . . . . . . . . . . . . . . . . 41<br />

playing macros . . . . . . . . . . . . . . . . . 270<br />

power<br />

powering down . . . . . . . . . . . . . . . 23<br />

powering up . . . . . . . . . . . . . . . . . 23<br />

preheat<br />

cue flag. . . . . . . . . . . . . . . . . . . . 163<br />

in patch. . . . . . . . . . . . . . . . . . . . . 70<br />

presets<br />

about . . . . . . . . . . . . . . . . . . . . . 129<br />

deleting. . . . . . . . . . . . . . . . . . . . 136<br />

editing in blind . . . . . . . . . . . . . . 135<br />

spreadsheet view. . . . . . . . . 136<br />

table view. . . . . . . . . . . . . . . 135<br />

editing in live . . . . . . . . . . . . . . . 133<br />

list view. . . . . . . . . . . . . . . . . . . . 134<br />

opening . . . . . . . . . . . . . . . . 134<br />

recalling . . . . . . . . . . . . . . . . . . . 132<br />

removing channels from. . . 136, 147<br />

rerecording . . . . . . . . . . . . . . . . . 133<br />

storing<br />

using {Record Only}. . . . . . . 131<br />

using {Record} . . . . . . . . . . . 130<br />

storing in live . . . . . . . . . . . . . . . 130<br />

updating . . . . . . . . . . . . . . . . . . . 133<br />

using about. . . . . . . . . . . . . . . . . 253<br />

primary console<br />

definition . . . . . . . . . . . . . . . . . . 307<br />

print<br />

show file . . . . . . . . . . . . . . . . . . . . 53<br />

proportional fader . . . . . . . . . . . . . . . 194<br />

protocols. . . . . . . . . . . . . . . . . . . . . . 299<br />

ACN . . . . . . . . . . . . . . . . . . . . . . 299<br />

ArtNet . . . . . . . . . . . . . . . . . . . . 299<br />

Avab UDP . . . . . . . . . . . . . . . . . 299<br />

<strong>ETC</strong>Net2 . . . . . . . . . . . . . . . . . . 299<br />

Local DMX . . . . . . . . . . . . . . . . . 299<br />

350 <strong>Ion</strong> Operations Manual<br />

R<br />

Radio Focus Remote (RFR). . . . . . . 323<br />

basic use . . . . . . . . . . . . . . . . . . 327<br />

keypad. . . . . . . . . . . . . . . . . 327<br />

LCD . . . . . . . . . . . . . . . . . . . 327<br />

recharging . . . . . . . . . . . . . . 328<br />

thumbwheels . . . . . . . . . . . . 327<br />

changing frequency . . . . . . . . . . 326<br />

in System Overview. . . . . . . . . . . 10<br />

in System Riser<br />

large . . . . . . . . . . . . . . . . . . . 19<br />

operation modes . . . . . . . . . . . . 329<br />

live. . . . . . . . . . . . . . . . . . . . 330<br />

park . . . . . . . . . . . . . . . . . . . 329<br />

patch . . . . . . . . . . . . . . . . . . 332<br />

playback . . . . . . . . . . . . . . . 331<br />

overview<br />

base station receiver . . . . . . 325<br />

handheld remote . . . . . . . . . 324<br />

recharging . . . . . . . . . . . . . . . . . 328<br />

technical specifications . . . . . . . 333<br />

range editing new fixtures . . . . . . . . . 85<br />

rate<br />

cue attribute. . . . . . . . . . . . . . . . 161<br />

rate override. . . . . . . . . . . . . . . . . . . 220<br />

RDM<br />

device details. . . . . . . . . . . . . . . 252<br />

discovery . . . . . . . . . . . . . . . . . . . 69<br />

enable . . . . . . . . . . . . . . . . . . . . 301<br />

real time clock . . . . . . . . . . . . . . . . . 282<br />

recall from . . . . . . . . . . . . . . . . . . . . 197<br />

record<br />

cue list . . . . . . . . . . . . . . . . . . . . 188<br />

using {Record Only} . . . . . . 188<br />

using {Record}. . . . . . . . . . . 188<br />

cues<br />

in live . . . . . . . . . . . . . . . . . . 151<br />

using {Record Only} . . . . . . 152<br />

using {Record}. . . . . . . . . . . 151<br />

cues in blind. . . . . . . . . . . . . . . . 171<br />

filters, with . . . . . . . . . . . . . . . . . 184<br />

groups live . . . . . . . . . . . . . . . . . . 88


multipart cues. . . . . . . . . . . . . . . 204<br />

attributes . . . . . . . . . . . . . . . 205<br />

new cue list . . . . . . . . . . . . . . . . 188<br />

using {Record Only}. . . . . . . 188<br />

using {Record} . . . . . . . . . . . 188<br />

palettes. . . . . . . . . . . . . . . . . . . . 139<br />

with selective store . . . . . . . 140<br />

partial filters, with . . . . . . . . . . . . 185<br />

presets . . . . . . . . . . . . . . . . . . . . 130<br />

submasters. . . . . . . . . . . . . . . . . 256<br />

record defaults<br />

setting. . . . . . . . . . . . . . . . . . . . . 100<br />

record filters<br />

storing data with . . . . . . . . . . . . . 186<br />

referenced marks . . . . . . . . . . . . . . . 177<br />

setting flags . . . . . . . . . . . . . . . . 177<br />

timing . . . . . . . . . . . . . . . . . . . . . 181<br />

register your <strong>Ion</strong> . . . . . . . . . . . . . . . . . . 3<br />

relative effects. . . . . . . . . . . . . . . . . . 239<br />

relay outputs . . . . . . . . . . . . . . . . . . . 283<br />

release . . . . . . . . . . . . . . . . . . . . . . . 219<br />

Release. See Sneak<br />

rem dim. See remainder dim<br />

remainder dim. . . . . . . . . . . . . . . . . . 123<br />

highlight . . . . . . . . . . . . . . . . . . . 125<br />

Remote Device Management<br />

See RDM.<br />

Remote Processor Unit (RPU) . . . . . 315<br />

button configuration . . . . . . . . . . 317<br />

hardware setup<br />

front panel . . . . . . . . . . . . . . 316<br />

rear panel. . . . . . . . . . . . . . . 315<br />

in System Overview . . . . . . . . . . . 10<br />

in System Riser<br />

basic . . . . . . . . . . . . . . . . . . . 18<br />

large. . . . . . . . . . . . . . . . . . . . 19<br />

start up . . . . . . . . . . . . . . . . . . . . 316<br />

Remote Video Interface (RVI). . . . . . 319<br />

button configuration . . . . . . . . . . 322<br />

hardware setup<br />

front panel . . . . . . . . . . . . . . 321<br />

rear panel. . . . . . . . . . . . . . . 320<br />

in System Overview . . . . . . . . . . . 10<br />

in System Riser<br />

large. . . . . . . . . . . . . . . . . . . . 19<br />

start up . . . . . . . . . . . . . . . . . . . . 321<br />

remove<br />

channels<br />

from presets. . . . . . . . . 136, 147<br />

referenced mark . . . . . . . . . . . . 178<br />

replace . . . . . . . . . . . . . . . . . . . . . . . . 65<br />

replace with . . . . . . . . . . . . . . . . . . . 173<br />

rerecord palettes . . . . . . . . . . . . . . . 143<br />

RFR. See Radio Focus Remote.<br />

RPU. See Remote Processor Unit.<br />

RVI. See Remote Video Interface.<br />

S<br />

save as. . . . . . . . . . . . . . . . . . . . . . . . 55<br />

saving<br />

existing show file . . . . . . . . . . . . . 55<br />

quick . . . . . . . . . . . . . . . . . . . . . . 55<br />

scaled park. . . . . . . . . . . . . . . . . . . . 224<br />

scroller<br />

calibrating . . . . . . . . . . . . . . . . . . 78<br />

editing in patch . . . . . . . . . . . . . . 77<br />

scroller picker . . . . . . . . . . . . . . . . . . . 74<br />

scrolling displays . . . . . . . . . . . . . . . . 34<br />

security<br />

setup . . . . . . . . . . . . . . . . . . . . . 105<br />

select channels<br />

keypad . . . . . . . . . . . . . . . . . . . . 108<br />

select last . . . . . . . . . . . . . . . . . . . . . 119<br />

selecting<br />

channels in patch. . . . . . . . . . . . . 63<br />

selective store<br />

negative . . . . . . . . . . . . . . . . . . . 153<br />

positive . . . . . . . . . . . . . . . . . . . 153<br />

with cues . . . . . . . . . . . . . . . . . . 153<br />

Sensor feedback<br />

enable . . . . . . . . . . . . . . . . . . . . 301<br />

serial (RS-232) . . . . . . . . . . . . . . . . . 286<br />

Services<br />

<strong>ETC</strong> Technical . . . . . . . . . . . . . . . . 3<br />

settings<br />

attribute, in patch . . . . . . . . . . . . . 70<br />

database, in patch . . . . . . . . . . . . 72<br />

patch . . . . . . . . . . . . . . . . . . . . . . 68<br />

setup . . . . . . . . . . . . . . . . . . . . . . . . . 93<br />

desk settings . . . . . . . . . . . . . . . 100<br />

Displays. . . . . . . . . . . . . . . . 103<br />

Face Panel . . . . . . . . . . . . . 102<br />

manual control<br />

record defaults . . . . . . . . . . 100<br />

MIDI<br />

show control . . . . . . . . . . . . . 98<br />

time code. . . . . . . . . . . . . . . . 98<br />

351


opening . . . . . . . . . . . . . . . . . . . . 94<br />

security. . . . . . . . . . . . . . . . . . . . 105<br />

show. . . . . . . . . . . . . . . . . . . . . . . 94<br />

show control . . . . . . . . . . . . . . . . . 98<br />

show settings . . . . . . . . . . . . . . . . 95<br />

cue settings . . . . . . . . . . . . . . 95<br />

fader configuration. . . . . . . . . 96<br />

SMPTE. . . . . . . . . . . . . . . . . . . . . 98<br />

show control<br />

about . . . . . . . . . . . . . . . . . . . . . 278<br />

analog inputs . . . . . . . . . . . . . . . 283<br />

configure ports . . . . . . . . . . . . . . 305<br />

events. . . . . . . . . . . . . . . . . . . . . 278<br />

MIDI Show Control . . . . . . . . . . . 283<br />

real time clock . . . . . . . . . . . . . . 282<br />

relay outputs. . . . . . . . . . . . . . . . 283<br />

serial (RS-232) . . . . . . . . . . . . . . 286<br />

settings. . . . . . . . . . . . . . . . . . . . . 98<br />

using time code . . . . . . . . . 280–281<br />

show file<br />

create . . . . . . . . . . . . . . . . . . . . . . 48<br />

deleting. . . . . . . . . . . . . . . . . . . . . 57<br />

exporting . . . . . . . . . . . . . . . . . . . 56<br />

importing . . . . . . . . . . . . . . . . . . . 56<br />

loading parts of. . . . . . . . . . . . . . . 49<br />

merging . . . . . . . . . . . . . . . . . . . . 52<br />

name<br />

bold . . . . . . . . . . . . . . . . . . . . 48<br />

normal . . . . . . . . . . . . . . . . . . 48<br />

new. . . . . . . . . . . . . . . . . . . . . . . . 48<br />

open existing . . . . . . . . . . . . . . . . 48<br />

print . . . . . . . . . . . . . . . . . . . . . . . 53<br />

quick save . . . . . . . . . . . . . . . . . . 55<br />

save as. . . . . . . . . . . . . . . . . . . . . 55<br />

saving existing . . . . . . . . . . . . . . . 55<br />

show setup . . . . . . . . . . . . . . . . . . . . . 94<br />

{show settings} . . . . . . . . . . . . . . . 95<br />

shutter control<br />

from encoders . . . . . . . . . . . . . . 117<br />

slider module<br />

opening . . . . . . . . . . . . . . . . . . . . 30<br />

with playbacks . . . . . . . . . . . . . . 214<br />

SMPTE<br />

setup . . . . . . . . . . . . . . . . . . . . . . 98<br />

sneak<br />

description . . . . . . . . . . . . . . . . . 126<br />

softkeys<br />

about . . . . . . . . . . . . . . . . . . . . . . 46<br />

changing pages . . . . . . . . . . . . . . 46<br />

context sensitive . . . . . . . . . . . . . 46<br />

solo mode (softkey)<br />

in cue list index . . . . . . . . . . . . . 194<br />

spreadsheet view . . . . . . . . . . . . . . . . 45<br />

editing palettes in. . . . . . . . . . . . 145<br />

editing presets in . . . . . . . . . . . . 136<br />

modifying cues from . . . . . . . . . 172<br />

modifying using {move to} . . . . . 173<br />

modifying using {replace with} . . 173<br />

status<br />

in patch . . . . . . . . . . . . . . . . . . . . 63<br />

step effects. . . . . . . . . . . . . . . . . . . . 234<br />

stop effect. . . . . . . . . . . . . . . . . . . . . 219<br />

stop/back (key). . . . . . . . . . . . . . . . . 215<br />

storing<br />

palettes<br />

using {Record Only} . . . . . . 140<br />

using {Record}. . . . . . . . . . . 139<br />

presets<br />

using {Record Only} . . . . . . 131<br />

using {Record}. . . . . . . . . . . 130<br />

using record filters . . . . . . . . . . . 186<br />

submasters<br />

about . . . . . . . . . . . . . . . . . . . . . 256<br />

bump button timing with. . . . . . . 261<br />

clearing . . . . . . . . . . . . . . . . . . . 260<br />

deleting . . . . . . . . . . . . . . . . . . . 260<br />

effects . . . . . . . . . . . . . . . . . . . . 243<br />

list . . . . . . . . . . . . . . . . . . . . . . . 262<br />

editing from . . . . . . . . . . . . . 262<br />

loading . . . . . . . . . . . . . . . . . . . . 259<br />

manual control . . . . . . . . . . . . . . 261<br />

recording . . . . . . . . . . . . . . . . . . 256<br />

updating. . . . . . . . . . . . . . . . . . . 260<br />

summary view . . . . . . . . . . . . . . . . . . 43<br />

modifying cues from . . . . . . . . . 172<br />

swap displays. . . . . . . . . . . . . . . . . . . 34<br />

synchronized backup . . . . . . . . . . . . 311<br />

setup . . . . . . . . . . . . . . . . . . . . . 311<br />

syntax<br />

structure. . . . . . . . . . . . . . . . . . . . . 4<br />

using enter. . . . . . . . . . . . . . . . . . . 5<br />

system<br />

using about . . . . . . . . . . . . . . . . 247<br />

System Components . . . . . . . . . . . . . 10<br />

system riser<br />

basic . . . . . . . . . . . . . . . . . . . . . . 18<br />

352 <strong>Ion</strong> Operations Manual


T<br />

large . . . . . . . . . . . . . . . . . . . . . . . 19<br />

table view . . . . . . . . . . . . . . . . . . . . . . 44<br />

editing presets in . . . . . . . . . . . . 135<br />

modifying cues from . . . . . . . . . . 172<br />

technical services . . . . . . . . . . . . . . . . . 3<br />

text indicators<br />

in live/blind . . . . . . . . . . . . . . . . . . 37<br />

in playback status display . . . . . . 41<br />

time<br />

bump buttons . . . . . . . . . . . . . . . 261<br />

cue<br />

setting . . . . . . . . . . . . . . . . . 155<br />

cues . . . . . . . . . . . . . . . . . . . . . . 155<br />

delay. . . . . . . . . . . . . . . . . . . . . . 159<br />

disable in playback. . . . . . . . . . . 218<br />

discrete. . . . . . . . . . . . . . . . . . . . 158<br />

Go To Cue . . . . . . . . . . . . . . . . . 213<br />

manual control of, in playback . . 216<br />

setting for parameter categories 156<br />

time (navigation key). . . . . . . . . . . . . . 39<br />

time code . . . . . . . . . . . . . . . . . . . . . 280<br />

MIDI . . . . . . . . . . . . . . . . . . . . . . . 98<br />

SMPTE. . . . . . . . . . . . . . . . . . . . . 98<br />

timing disable<br />

in playback . . . . . . . . . . . . . . . . . 218<br />

trace<br />

with update. . . . . . . . . . . . . . . . . 170<br />

Track mode<br />

deleting cues in . . . . . . . . . . . . . 174<br />

trackball . . . . . . . . . . . . . . . . . . . . . . 115<br />

U<br />

undo<br />

command history . . . . . . . . . . . . 201<br />

using. . . . . . . . . . . . . . . . . . . . . . 201<br />

unpatch a channel . . . . . . . . . . . . . . . 65<br />

break nested references<br />

with. . . . . . . . . . . . . . . . . . . . . . . 167<br />

update<br />

cues<br />

using {Cue Only/Track} . . . . 169<br />

without references . . . . . . . . 168<br />

current cue . . . . . . . . . . . . . . . . . 170<br />

dialogue box. . . . . . . . . . . . . . . . 167<br />

fixture library in show file . . . . . . . 85<br />

groups in live . . . . . . . . . . . . . . . . 89<br />

inactive cues . . . . . . . . . . . . . . . 170<br />

options . . . . . . . . . . . . . . . . . . . . 167<br />

palette . . . . . . . . . . . . . . . . . . . . 143<br />

presets. . . . . . . . . . . . . . . . . . . . 133<br />

references<br />

in cues. . . . . . . . . . . . . . . . . 168<br />

source cue . . . . . . . . . . . . . . . . . 170<br />

submasters . . . . . . . . . . . . . . . . 260<br />

using trace . . . . . . . . . . . . . . . . . 170<br />

update dialogue box. . . . . . . . . . . . . 167<br />

user<br />

data between different IDs. . . . . 288<br />

ID<br />

about . . . . . . . . . . . . . . . . . . 288<br />

assigning . . . . . . . . . . . . . . . 288<br />

relation to data sharing . . . . 288<br />

multiple . . . . . . . . . . . . . . . . . . . 287<br />

user ID<br />

relation to data sharing . . . . . . . 310<br />

with multiconsole . . . . . . . . . . . . 310<br />

V<br />

view<br />

spreadsheet, in blind . . . . . . . . . . 45<br />

table. . . . . . . . . . . . . . . . . . . . . . . 44<br />

virtual encoders<br />

opening . . . . . . . . . . . . . . . . . . . 115<br />

use. . . . . . . . . . . . . . . . . . . . . . . 115<br />

with scroller calibration . . . . . . . . 78<br />

virtual faders<br />

assigning . . . . . . . . . . . . . . . . . . 214<br />

virtual faders See slider module. . . . . 30<br />

virtual keyboard . . . . . . . . . . . . . . . . . 29<br />

W<br />

web site . . . . . . . . . . . . . . . . . . . . . . . . 3<br />

wheel picker . . . . . . . . . . . . . . . . . . . . 74<br />

working with a single cue list . . . . . . 149<br />

working with multiple cue lists . . . . . 187<br />

353


354 <strong>Ion</strong> Operations Manual


Corporate Headquarters 3031 Pleasant View Road, P.O. Box 620979, Middleton, Wisconsin 53562-0979 USA Tel +608 831 4116 Fax +608 836 1736<br />

London, UK Unit 26-28, Victoria Industrial Estate, Victoria Road, London W3 6UU, UK Tel +44 (0)20 8896 1000 Fax +44 (0)20 8896 2000<br />

Rome, IT Via Ennio Quirino Visconti, 11, 00193 Rome, Italy Tel +39 (06) 32 111 683 Fax +44 (0) 20 8752 8486<br />

Holzkirchen, DE Ohmstrasse 3, 83607 Holzkirchen, Germany Tel +49 (80 24) 47 00-0 Fax +49 (80 24) 47 00-3 00<br />

Hong Kong Rm 1801, 18/F, Tower 1 Phase 1, Enterprise Square, 9 Sheung Yuet Road, Kowloon Bay, Kowloon, Hong Kong Tel +852 2799 1220 Fax +852 2799 9325<br />

Service: (Americas) service@etcconnect.com (UK) service@etceurope.com (DE) techserv-hoki@etcconnect.com (Asia) service@etcasia.com<br />

Web: www.etcconnect.com Copyright © 2009 <strong>ETC</strong>. All Rights Reserved. Product information and specifications subject to change.<br />

4310M1210-1.7.0 Rev A Released 2009-07


END USER LICENSE AGREEMENT (“EULA”)<br />

PLEASE READ THE FOLLOWING CAREFULLY BEFORE<br />

OPERATING/INSTALLING THE SOFTWARE. BY OPERATING/INSTALLING<br />

THE SOFTWARE, YOU WILL BE DEEMED TO HAVE ACCEPTED AND<br />

AGREED TO THE TERMS OF THIS AGREEMENT. THE SOFTWARE IS<br />

LICENSED AND COPYRIGHTED (NOT SOLD).<br />

Subject to the following terms and conditions, Electronic <strong>Theatre</strong> Controls, Inc.<br />

(“<strong>ETC</strong>”) grants to you (“User”), a non-exclusive license to use the Software.<br />

1. Grant of License<br />

This is a worldwide, royalty-free, non-exclusive license granted to User subject to<br />

and in accordance with the terms and conditions of this Agreement. <strong>ETC</strong> intends<br />

to provide, but does not guarantee, updates or upgrades of the Software. <strong>ETC</strong><br />

will provide maintenance and support relating to the Software. The Software<br />

may not be transferred, sold, assigned, leased, rented, sublicensed, or otherwise<br />

conveyed, in whole or in part, by User to any third party without <strong>ETC</strong>’s prior<br />

written consent.<br />

You have acquired a device (“Device”) which includes software licensed by <strong>ETC</strong><br />

from one or more software licensors. The Software is licensed, not sold. You<br />

may use the Software only on the Device.<br />

2. <strong>ETC</strong>’s Software Rights<br />

The Software is a proprietary product of <strong>ETC</strong> and is protected under all<br />

applicable copyright laws and international treaties. Except for the limited license<br />

granted herein, all right, title and interest to and in the Software remains forever<br />

with <strong>ETC</strong>.<br />

3. Additional Restrictions<br />

User may not modify, distribute, rent, lease, or sell the Software, but User may<br />

transfer User’s rights under this License on a permanent basis provided User<br />

transfers this License, together with the accompanying Software, and all other<br />

relevant materials, retaining no copies and the recipient party agrees to the terms<br />

of this License. User agrees not to cause or permit the reverse engineering,<br />

disassembly, or decompilation of the Software. Removal, emulation, or reverse<br />

engineering of all or any part of the Software constitutes an unauthorized<br />

modification to the Software and is specifically prohibited. If the Software is<br />

licensed to a User for use in a member country of the European Union, User may<br />

reverse engineer and/or decompile the Software to the extent that sufficient<br />

information is not available for the purpose of creating an interoperable software<br />

program and cannot be obtained by observing, examining or testing the program<br />

(but only for such purposes and to the extent that sufficient information is not<br />

provided by <strong>ETC</strong> upon written request). User shall not remove any product<br />

MUN 101879-2.009900.0011 1


identification, copyright notices, or other notices or proprietary restrictions from<br />

the Software.<br />

4. Warranty Information<br />

Software is provided “AS IS” under this License, without warranty of any kind,<br />

either express or implied, including, without limitation, warranties that the<br />

Software is free of defects, merchantable, fit for a particular purpose or noninfringing.<br />

The entire risk as to the quality, operation, and performance of the<br />

Software is with User. Should any Software prove defective in any respect, User<br />

assumes the cost of any necessary servicing, repair or correction. This<br />

disclaimer of warranty constitutes an essential part of this license.<br />

5. Upgrades<br />

If this copy of the Software is an upgrade from a previous version of the<br />

Software, it is provided to you on a license exchange basis. You agree by your<br />

installation and use of such copy of the Software to voluntarily terminate your<br />

earlier Agreement and that you will not continue to use the earlier version of the<br />

Software or transfer it to another person or entity.<br />

6. Third-Party Software<br />

The Software may contain third-party software not owned by <strong>ETC</strong> which requires<br />

notices and/or additional terms and conditions. Such notices and/or terms and<br />

conditions may be obtained by contacting your <strong>ETC</strong> sales rep and are made a<br />

part of and incorporated by reference into this Agreement. In addition, certain<br />

copyrights notices for such third party software also are included in the<br />

documentation attached hereto. By accepting this Agreement, you are also<br />

accepting the additional notices and terms and conditions, if any, set forth<br />

elsewhere.<br />

7. U.S. Government Restricted Rights<br />

The Software and any documentation were developed at private expense, are<br />

commercial, and are published and copyrighted. The Software and any<br />

documentation may be transferred to the U.S. Government only with the prior<br />

written consent of an officer of <strong>ETC</strong>. The Software and documentation are<br />

provided with RESTRICTED RIGHTS. Use, duplication or disclosure by the U.S.<br />

Government or any person or entity acting on its behalf is subject to restrictions<br />

as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data and Computer<br />

Software Clause at DFARS (48 CFR 252.227-7013) for DoD contracts, in<br />

paragraphs (c)(1) and (2) of the Commercial Computer Software-Restricted<br />

Rights Clause in the FAR (48 CFR 52.227-19) for civilian agencies, or in the case<br />

of NASA, in Clause 18-52.227-86(d) of the NASA Supplement to the FAR, or in<br />

other comparable agency clauses. The contractor or manufacturer is Electronic<br />

MUN 101879-2.009900.0011 2


<strong>Theatre</strong> Controls, Inc., 3031 Pleasant View Road, Middleton, Wisconsin, USA,<br />

53562-0979.<br />

8. Limitation of Liability<br />

UNDER NO CIRCUMSTANCES AND UNDER NO LEGAL THEORY, WHETHER<br />

TORT (INCLUDING NEGLIGENCE), CONTRACT OR OTHERWISE, SHALL<br />

<strong>ETC</strong> BE LIABLE TO ANY PERSON OR ENTITY FOR ANY INDIRECT,<br />

SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES OF ANY KIND<br />

INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF GOODWILL,<br />

WORK STOPPAGE, COMPUTER FAILURE OR MALFUNCTION, OR ANY AND<br />

ALL OTHER COMMERCIAL DAMAGES OR LOSSES, EVEN IF SUCH PARTY<br />

SHALL HAVE BEEN INFORMED OF THE POSSIBILITY OF SUCH DAMAGES.<br />

THIS LIMITATION OF LIABILITY SHALL NOT APPLY (I) TO DEATH OR<br />

PERSONAL INJURY RESULTING FROM SUCH PARTY’S NEGLIGENCE TO<br />

THE EXTENT APPLICABLE LAW PROHIBITS SUCH LIMITATION, (II) FOR<br />

CONSUMERS WITH RESIDENCE IN A MEMBER COUNTRY OF THE<br />

EUROPEAN UNION (A) TO DEATH OR PERSONAL INJURY RESULTING<br />

FROM <strong>ETC</strong>’S NEGLIGENCE, (B) TO THE VIOLATION OF ESSENTIAL<br />

CONTRACTUAL DUTIES BY <strong>ETC</strong>, AND (C) TO DAMAGES RESULTING FROM<br />

<strong>ETC</strong>’S GROSS NEGLIGENT OR WILLFUL BEHAVIOR. SOME<br />

JURISDICTIONS DO NOT ALLOW THE EXCLUSION OR LIMITATION OF<br />

INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THIS EXCLUSION AND<br />

LIMITATION MAY NOT APPLY TO YOU.<br />

9. Export Administration<br />

The Software, including technical data, are subject to U.S. export control laws,<br />

including without limitation, the U.S. Export Administration Act and its associated<br />

regulations, and may be subject to export or import regulations in other countries.<br />

User shall not directly or indirectly export or re-export the Software, or the direct<br />

product thereof, without first obtaining <strong>ETC</strong>’s written approval. User agrees to<br />

comply with all regulations and acknowledges that it has the responsibility to<br />

obtain licenses to export, re-export, or import the Software. The Software may<br />

not be downloaded or otherwise exported or re-exported (i) into, or to, any<br />

country to which the U.S. has embargoed goods, or to a national or resident<br />

thereof; or (ii) to anyone on the U.S. Treasury Department’s list of Specially<br />

Designated Nationals and Blocked Persons List; or (iii) to any country facing U.S.<br />

sanctions, as listed by the U.S. Treasury Department’s Office of Foreign Assets<br />

Control.<br />

10. Termination<br />

Notwithstanding the above, <strong>ETC</strong> may, without prejudice to any other rights or<br />

remedies, terminate this EULA, if any of the following events should occur: (i) if<br />

you fail to perform or comply with any provision or term herein; and (ii) if you<br />

become insolvent, go into liquidation, file or initiate an action for bankruptcy, or<br />

have a receiver, administrative receiver or liquidator appointed or suffer similar<br />

MUN 101879-2.009900.0011 3


measures in any relevant jurisdiction; or if you cease doing business in any form<br />

or are no longer able to meet your obligations within the meaning of this EULA.<br />

11. Confidentiality<br />

You shall keep secret and confidential and shall not disclose to any third party<br />

any and all confidential information owned or otherwise possessed by <strong>ETC</strong><br />

including without limitation the Software, the related documents and the contents<br />

of this EULA without prior written approval from <strong>ETC</strong>.<br />

12. Ownership<br />

<strong>ETC</strong> and its licensors shall retain exclusive ownership of all world-wide<br />

intellectual property rights in and to the Software and any copies of the Software.<br />

All rights in and to the Software not expressly granted to User in this EULA are<br />

expressly reserved for <strong>ETC</strong> and its licensors.<br />

13. Warranty for Third Party’s Intellectual Property Rights<br />

You shall indemnify, defend and hold harmless <strong>ETC</strong> and the Supplier (or<br />

Suppliers, as applicable) from and against any and all losses, damages, claims,<br />

liability, costs and expenses (including reasonable attorney fees), suffered or<br />

incurred by <strong>ETC</strong> or the Supplier as a result of any claim by any third party that by<br />

reason of your use or application of any intellectual property right contained in<br />

the Software constitutes an infringement of any third party’s property rights,<br />

including but not limited to, patent and copyright.<br />

14. Destruction of the Software<br />

Upon termination of this EULA, you must destroy the Software, the related<br />

documents and any and all copies thereof within ten (10) days after the date of<br />

termination and submit documents evidencing such destruction to <strong>ETC</strong>.<br />

15. Miscellaneous<br />

A) Complete Agreement: This Agreement is the complete agreement<br />

between the parties with respect to the Software and supersedes any other<br />

communication, written or verbal, with respect to the Software.<br />

B) Severability: The provisions of this EULA are severable; if any term or<br />

provision shall be deemed void or unenforceable by a court of competent jurisdiction,<br />

such declaration shall have no effect on the remaining terms and provisions hereof.<br />

C) Governing Law: This Agreement shall be governed by the laws of the<br />

State of Wisconsin, USA.<br />

MUN 101879-2.009900.0011 4


The Artistic License<br />

Preamble<br />

The intent of this document is to state the conditions under which a Package may<br />

be copied, such that the Copyright Holder maintains some semblance of artistic<br />

control over the development of the package, while giving the users of the<br />

package the right to use and distribute the Package in a more-or-less customary<br />

fashion, plus the right to make reasonable modifications.<br />

Definitions:<br />

* "Package" refers to the collection of files distributed by the Copyright Holder,<br />

and derivatives of that collection of files created through textual modification.<br />

* "Standard Version" refers to such a Package if it has not been modified, or<br />

has been modified in accordance with the wishes of the Copyright Holder.<br />

* "Copyright Holder" is whoever is named in the copyright or copyrights for the<br />

package.<br />

* "You" is you, if you're thinking about copying or distributing this Package.<br />

* "Reasonable copying fee" is whatever you can justify on the basis of media<br />

cost, duplication charges, time of people involved, and so on. (You will not be<br />

required to justify it to the Copyright Holder, but only to the computing community<br />

at large as a market that must bear the fee.)<br />

* "Freely Available" means that no fee is charged for the item itself, though<br />

there may be fees involved in handling the item. It also means that recipients of<br />

the item may redistribute it under the same conditions they received it.<br />

1. You may make and give away verbatim copies of the source form of the<br />

Standard Version of this Package without restriction, provided that you duplicate<br />

all of the original copyright notices and associated disclaimers.<br />

2. You may apply bug fixes, portability fixes and other modifications derived from<br />

the Public Domain or from the Copyright Holder. A Package modified in such a<br />

way shall still be considered the Standard Version.<br />

3. You may otherwise modify your copy of this Package in any way, provided that<br />

you insert a prominent notice in each changed file stating how and when you<br />

changed that file, and provided that you do at least ONE of the following:<br />

a) place your modifications in the Public Domain or otherwise make them<br />

Freely Available, such as by posting said modifications to Usenet or an<br />

equivalent medium, or placing the modifications on a major archive site such as<br />

ftp.uu.net, or by allowing the Copyright Holder to include your modifications in the<br />

Standard Version of the Package.


) use the modified Package only within your corporation or organization.<br />

c) rename any non-standard executables so the names do not conflict with<br />

standard executables, which must also be provided, and provide a separate<br />

manual page for each non-standard executable that clearly documents how it<br />

differs from the Standard Version.<br />

d) make other distribution arrangements with the Copyright Holder.<br />

4. You may distribute the programs of this Package in object code or executable<br />

form, provided that you do at least ONE of the following:<br />

a) distribute a Standard Version of the executables and library files, together<br />

with instructions (in the manual page or equivalent) on where to get the Standard<br />

Version.<br />

b) accompany the distribution with the machine-readable source of the<br />

Package with your modifications.<br />

c) accompany any non-standard executables with their corresponding<br />

Standard Version executables, giving the non-standard executables nonstandard<br />

names, and clearly documenting the differences in manual pages (or<br />

equivalent), together with instructions on where to get the Standard Version.<br />

d) make other distribution arrangements with the Copyright Holder.<br />

5. You may charge a reasonable copying fee for any distribution of this Package.<br />

You may charge any fee you choose for support of this Package. You may not<br />

charge a fee for this Package itself. However, you may distribute this Package in<br />

aggregate with other (possibly commercial) programs as part of a larger (possibly<br />

commercial) software distribution provided that you do not advertise this Package<br />

as a product of your own.<br />

6. The scripts and library files supplied as input to or produced as output from the<br />

programs of this Package do not automatically fall under the copyright of this<br />

Package, but belong to whomever generated them, and may be sold<br />

commercially, and may be aggregated with this Package.<br />

7. C or perl subroutines supplied by you and linked into this Package shall not be<br />

considered part of this Package.<br />

8. The name of the Copyright Holder may not be used to endorse or promote<br />

products derived from this software without specific prior written permission.<br />

9. THIS PACKAGE IS PROVIDED "AS IS" AND WITHOUT ANY EXPRESS OR<br />

IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED


WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR<br />

PURPOSE.<br />

The End<br />

Copyright (c) 1998, 1999, 2000 Thai Open Source Software Center Ltd<br />

and Clark Cooper<br />

Copyright (c) 2001, 2002 Expat maintainers.<br />

Permission is hereby granted, free of charge, to any person obtaining<br />

a copy of this software and associated documentation files (the<br />

"Software"), to deal in the Software without restriction, including<br />

without limitation the rights to use, copy, modify, merge, publish,<br />

distribute, sublicense, and/or sell copies of the Software, and to<br />

permit persons to whom the Software is furnished to do so, subject to<br />

the following conditions:<br />

The above copyright notice and this permission notice shall be included<br />

in all copies or substantial portions of the Software.<br />

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY<br />

KIND,<br />

EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE<br />

WARRANTIES OF<br />

MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND<br />

NONINFRINGEMENT.<br />

IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE<br />

FOR ANY<br />

CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF<br />

CONTRACT,<br />

TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH<br />

THE<br />

SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!